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‘Squid Game’ Multiplayer VR Experience Coming to Sandbox Locations This Year

Sandbox VR, the location-based VR destination, announced a new partnership with Netflix to create a virtual reality experience based on South Korean hit show Squid Game.

Netflix’s most watched show of all time will soon have its own location-based VR experience, which will let fans take on the role of Squid Game contestant.

Set to roll out to Sandbox locations in late 2023, the location-based VR game promises “pulse-pounding challenges” where users compete against each other to be the last one standing. What’s more, game sessions include personalized highlight videos capturing in-game reactions for post-game review.

There’s no trailer for the Squid Game VR game, although the company’s hype video should give you a good idea of what to expect:

Sandbox’s locations feature motion-tracking technology, which captures the movements of a player’s body and props, such as guns. Its haptic system also provides players with added realism to go along with the large room-scale VR experience.

The company currently features six proprietary experiences based on both exclusively licensed IP (Star Trek: Discovery), as well as in-house experiences. All Sandbox VR experiences are developed by an in-house gaming studio, which tailors the company’s social experiences for groups of up to six users at a time.

The Squid Game licensing deal is likely the direct result of its $37 million Series B funding round from November 2021. The company has made a strong rebound from the stagnation caused by the COVID-19 pandemic, seeing the company’s eventual reemergence from Chapter 11 bankruptcy following debt restructure.

Sandbox now operates 30 VR locations, spanning major cities in North America, Europe, and Asia. The company says it’s launched a dozen such locations over the past twelve months, making for one of its largest growths spurts.

‘Squid Game’ Multiplayer VR Experience Coming to Sandbox Locations This Year Read More »

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Report: Meta to Open ‘Horizon Worlds’ to Younger Teens Amid Renewed Retention Push

Meta’s social VR app for Quest, Horizon Worlds, is lagging behind the competition when it comes to attracting and retaining VR users. According to a leaked memo obtained by The Wall Street Journal, the company is now ostensibly looking to boost numbers by more transparently appealing to younger teens in addition to funding a slew of new second-party content.

WSJ only posted snippets of the memo, entitled ‘Horizon 2023 Goals and Strategy’, which was allegedly written by Meta Vice President of Horizon Gabriel Aul. The memo is said to outline the team’s objectives for the first half of 2023.

Here’s some highlights we formatted into a bulleted list, which also includes additional info supplied by a source cited by WSJ:

  • Competitors are outperforming HW. Improving user retention is most important, especially among teens and young adults
  • HW to open to teens aged 13 to 17, which could come as early as March
  • Meta is working with outside studios to build new worlds and experiences for HW
  • The team is aiming to launch at least 20 new Horizon-hosted experiences built by second-party studios. Of the 20, it’s hoping for five medium hits and at least one a major hit
  • The flatscreen version of Horizon for mobile and desktops is set to come sometime in H1 2023

Additionally, WSJ reports the memo outlined some key performance metrics, claiming Horizon Worlds’ weekly retention rate was 11% in January, which the company aims to increase to 20%. The goal for monthly active users for the first half of 2023 is said to be 500,000, with hopes of reaching one million for the full year. Currently the platform is at 200,000, or just below the December peak, the reported memo outlines.

The previously reported flatscreen version, which is said to launch by the end of the first half of 2023, is hoping to achieve 150,000 monthly cross-screen Horizon users.

Meta’s Quest 2 headset is technically only available to users aged 13 and up. Horizon Worlds on the other hand has been limited to users 18+ since it was launched in 2021, and only to those in US, Canada, UK, France, Iceland, Ireland and Spain.

While none of this seems to have hindered children below 13 from playing all the Quest 2 has to offer, Horizon Worlds included. More transparently appealing to young teens though will likely come with a host of safety requirements that the company needs to fulfil for liability reasons.

Meta issued a response to WSJ, supporting in part its move to focus on teens:

“Teens are already spending time in a variety of VR experiences on Quest,” Meta spokesman Joe Osborne told WSJ, “and we want to ensure that we can provide them with a great experience in Horizon Worlds as well, with age-appropriate tools and protections in place.”

This comes hot on the heels of Meta reducing its workforce by 13% late last year, one of the biggest tech layoffs in recent memory, which saw 11,000 jobs cut from payroll.

Meanwhile, the company’s Reality Labs XR division has dramatically increased its operating budget in an ostensible bid to maintain market dominance over similar metaverse pushes from the likes of Apple, Google, etc. At the same time, Meta has slashed some XR projects, including first-party title Echo VR.

Provided the report is true, it appears Meta is making another important step towards competing more directly with cross-platform social gaming titans like Roblox and Rec Room. 

Report: Meta to Open ‘Horizon Worlds’ to Younger Teens Amid Renewed Retention Push Read More »

meta-affirms-plans-for-quest-3-launch-this-year,-despite-layoffs-and-focus-on-“efficiency”

Meta Affirms Plans for Quest 3 Launch This Year, Despite Layoffs and Focus on “Efficiency”

Despite major layoffs from Meta, the company has affirmed that its next-gen consumer headset, Quest 3, is planned for release this year. While it will adopt some of the features from Quest Pro, not all will make the leap.

In November last year, Meta announced plans to reduce its workforce by 13%—a whopping 11,000 cut jobs. And though CEO Mark Zuckerberg said recently in the company’s latest earnings call that 2023 would be focused on streamlining the company, Meta continues to prioritize its VR headset lineup and plans to launch Quest 3 sometime this year.

Meta’s XR division, Reality Labs, is burning more money than ever in its pursuit of beating tech-sector rivals Apple, Google, et all to the metaverse and XR. And even though the company is slashing some XR projects, it’s still full-steam ahead with its consumer headset, says Zuckerberg.

“Later this year, we’re going to launch our next generation consumer headset, which will feature Meta Reality, [like Quest Pro], and I expect that this is going to establish this technology as the baseline for all headsets going forward, and eventually of course for AR glasses as well,” Zuckerberg told investors.

“Meta Reality,” as the company calls it, is Meta’s color passthrough AR solution which was first included with Quest Pron—meaning Quest 3 will include similar color passthrough AR capabilities.

While Quest 3 is likely to adopt the passthrough AR system of Quest Pro, it sounds like it won’t get the eye and face-tracking features of that headset. Meta CTO Andrew “Boz” Bosworth said as much during a Q&A session on Instagram last week.

Replying to a question about when face-tracking would come to consumer-priced headsets, Boz noted, “it’s gonna be a little while… it’s gonna be years. The reason is simple: all those extra cameras and the compute power required to actually do the face-geometry and recognition has a lot of tradeoffs with it, and one of the main tradeoffs is cost.”

This lines up with leaks from last year that also pointed to a Quest 3 with color passthrough AR and no face-tracking; however the lauded ‘pancake’ lenses from Quest Pro may flip to the consumer side.

While the Quest headset line continues, not all of Meta’s hardware projects have been spared the axe. Last year Meta discontinued its Portal video-calling smart speakers, and reportedly cancelled two unreleased smartwatch projects, according to The Verge. That Meta is charging ahead with more headsets shows the company’s priorities remain focused on immersive devices.

Along with those cancellations, Zuckerberg during the earnings call told investors that he was marking 2023 as the “year of efficiency”; an effort to streamline the hulking company to be more nimble and get more done.

“We closed last year with some difficult layoffs and restructuring some teams. When we did this, I said clearly that this was the beginning of our focus on efficiency and not the end. Since then, we’ve taken some additional steps like working with our infrastructure team on how to deliver our roadmap while spending less on capex. Next, we’re working on flattening our org structure and removing some layers of middle management to make decisions faster, as well as deploying AI tools to help our engineers be more productive. As part of this, we’re going to be more proactive about cutting projects that aren’t performing or may no longer be as crucial, but my main focus is on increasing the efficiency of how we execute our top priorities.”

Meta Affirms Plans for Quest 3 Launch This Year, Despite Layoffs and Focus on “Efficiency” Read More »

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‘Half-Life 2: Episode One’ VR Support Coming in March from Team Behind ‘HL2 VR Mod’

Half-Life 2: Episode One is getting VR support soon, brought to you by the same team behind the recently released SteamVR fan mod for Half-Life 2.

Released in 2006, Half-Life 2: Episode One is the first in a series of games to reveal the aftermath of Half-Life 2 and launch a journey beyond City 17.

The standalone title is finally getting VR support on March 17th, courtesy of the SourceVR Mod Team, a group of VR enthusiasts who are unaffiliated with Valve.

Like the team’s Half-Life 2 VR Mod, which released for free on SteamVR headsets in September 2022, the VR mod brings the same possibility of playing Episode One in full room-scale VR with tracked motion controllers, allowing you to physically walk around, shoot weapons, pick up objects, climb ladders, etc.

And as you’d imagine, the Episode One mod is including the rash of VR-specific interactions first released in the HL2 VR, such as intuitive and realistic weapon handling, quick and easy weapon switching via a radial menu, over-the-shoulder ammo inventory, functional iron sights, two-handed weapons, and manual reloading. Like HL2 VR, there’s also set to be optional laser sights and an arcade style ‘quick reload’ option if realism isn’t your thing.

SourceVR Mod Team says on their website that creating mods for both Episode One and Two required a separate build from the one used in the original HL2 VR mod due to “a few major issues that need to be resolved,” the group said in September. Ostensibly, the team has now solved those issues, rendering Episode One fully playable in VR.

In addition to downloading the VR mod on Steam for free, you’ll need to own copy of Half-Life 2: Episode One to play. You’ll be able to find it in a variety of cost-effective bundles on Steam. While you’re at it, make sure to nab Episode Two to get a jumpstart on things before the team releases VR support in the near future.

‘Half-Life 2: Episode One’ VR Support Coming in March from Team Behind ‘HL2 VR Mod’ Read More »

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PSVR 2 vs. PSVR – How Far Has PlayStation VR Come Since 2016?

PlayStation VR 2 is just around the corner, and by this point Sony detailed all of the headsets core specs and features. Comparing PSVR vs. PSVR 2 specs side-by-side shows us how much has changed since Sony’s first consumer headset released in 2016.

Update (February 6th, 2023): With PSVR 2 launch day just around the corner, we’ve updated this spec sheet and commentary with the latest info, now including PSVR 2’s weight and cable length.

Among the major players in the VR space, Sony has bided its time on a follow-up to the original headset. By the time PSVR 2 releases on February 22nd, 2023, it will have been six years and four months since the original PSVR released back in 2016.

The original PSVR was released about six months after the first major consumer VR headsets—HTC Vive and Oculus Rift—hit the market back in 2016. However HTC, Oculus, and others have released many new headsets in the interim. To its credit, PSVR managed to feel competitive for many years after its release, but eventually began to feel dated as the rest of the pack charged ahead into VR’s ‘gen-2’ epoch.

Now here we are in 2023 with PSVR 2 on PS5 set to bring new life to Sony’s VR ambitions. Let’s take a look at how PSVR and PSVR 2 specs compare:

PSVR vs. PSVR 2 Specs

PSVR 2 PSVR
Resolution 2,000 x 2,040 (4.1MP) per-eye, OLED, HDR 960 x 1,080 (1.0MP) per-eye, RGB OLED
Refresh Rate 90Hz, 120Hz 90Hz, 120Hz
Lenses Fresnel Single element non-Fresnel
Field-of-view (claimed) 110° (diagonal presumed) 100° (diagonal presumed)
Optical Adjustments IPD, eye-relief Eye-relief
Connectors USB-C (no breakout box) USB, HDMI (breakout box)
Cable Length 4.5m 4.4m
Tracking Inside-out (no external beacons) Outside-in (external camera)
On-board cameras 4x IR (external), 2x IR (internal) None
Pass-through View Yes No
Input PSVR 2 Sense controllers (rechargable), DualShock 5 (rechargable) eye-tracking DualShock 4 (rechargeable), PS Move (rechargeable), PS Aim (rechargeable), voice
Audio 3.5mm aux output 3.5mm aux output
Microphone Yes Yes
Haptics Controllers, headset Controllers
Weight 560g 600g
Release Date February 22nd, 2023 October 13th, 2016
Console Compatibility PS5 PS4, PS4 Pro, PS5 (with adapter, only PS4 compatible VR games)

PSVR 2 Specs & Features – Beyond the Numbers

It’s easy to get lost in the numbers so let’s really break down the major changes between the headsets.

Resolution, Field-of-view, & HDR

For one, PSVR 2 has about four times the pixel count of PSVR. All things being equal, that means images inside the headset would look about four times sharper, which is a substantial improvement.

However, we know that all things won’t be equal. Sony quotes the field-of-view of PSVR 2 at 110° compared to 100° for PSVR 1. That means that while PSVR 2 has many more pixels, they’ll be stretched over a slightly wider area. Overall the sharpness of the headset should still be substantially better, but not quite as much as the sheer increase in pixels would suggest.

As for the field-of-view itself, 100° to 110° isn’t a huge leap, but you’d surely notice it if you compared the headsets side-by-side.

Unless a surprise headset beats it to the punch, PSVR 2 will be the first commercially available VR headset to launch with an HDR (high-dynamic range) display. That means it’s capable of a much wider range of brightness than a typical headset. Functionally this means the headset will be able to produce scenes with more life-like brightness which in theory could improve immersion considerably.

Granted, in our PSVR 2 preview we didn’t clearly notice the headset’s HDR capabilities, though it isn’t clear if the games on display had been optimized for the feature yet. Another possibility is that the HDR mode simply may have the kind of peak brightness you’d see from an HDR TV. So at this point it’s unclear if HDR will be a ‘nice to have’ feature, or something that defines the headset compared to its contemporaries.

Lenses & IPD

PSVR 1 lens | Photo courtesy iFixit (BY-NC-SA)

The original PSVR was for a long time the only major headset on the market that didn’t use Fresnel lenses, which are known to cause glare (in exchange for other benefits). PSVR 2, on the other hand, will be following the rest of the industry which has long moved to Fresnel lenses as the industry standard.

The lenses in the original PSVR had a large enough eye-box that Sony didn’t feel the need to include an IPD adjustment (which adjusts the lenses to match the distance between your eyes). However, PSVR 2 does have an IPD adjustment which is a good idea for many reasons, so we’re glad to see this addition. Meanwhile, PSVR 2 retains the eye-relief feature found on the original PSVR, which is useful for dialing in the most comfortable view and to make room for those with glasses.

Ease-of-use & Tracking

Even though this reads minimally on a spec sheet, this is a huge deal for PSVR 2—no more breakout box and no more external camera.

PSVR 1 setup diagram | image courtesy Sony

PSVR 1 ships with a large breakout box that accepts two plugs from the headset that run along a thick cable. The breakout box has to be connected to the host console by a USB cable and an HDMI cable (and also has to be plugged into the TV). And don’t forget that it needs its own power supply. That’s six… yes, six, individual plugs running into and out of the box.

Needless to say, the breakout box was a bit of a pain. Not only did it complicate the user’s A/V set up, in some cases it even created resolution and HDR issues for certain TVs; this was partly fixed with a later revision to the PSVR hardware, but even so the breakout box was a hindrance to the overall experience.

Oh and don’t forget about the camera. PSVR 1 required the PS4 camera for tracking, which meant having another peripheral plugged into your console. Not only that, but the camera was never made for VR in the first place and it suffered from poor tracking accuracy and limited coverage.

PS4 Camera | Image courtesy Sony

Sony has identified and eliminated these issues for PSVR 2. The breakout box is completely gone; the headset will plug into the PS5 with a single USB-C cable through the USB-C port conveniently placed right on the front of the PS5. That’s great news but we surely hope that little connector can hold the cable in tightly enough to not get yanked out if the cord gets tugged during intense VR sessions!

Image courtesy Sony

And the PS4 camera is gone too. Instead of using ‘outside-in’ tracking with a camera that sits on your TV, PSVR 2 has on-board cameras for ‘inside-out’ tracking. That means the cameras on the headset itself are used to track the player’s head movements. This eliminates another extra peripheral compared to PSVR 1.

But there’s a risk in Sony’s move to inside-out tracking. The quality of inside-out tracking varies greatly between headset makers. While the inside-out tracking on Quest 2, for instance, is very good, the inside-out tracking on Windows VR headsets leaves much to be desired. Only a handful of companies in the world have shown that they can deliver top-tier inside-out tracking for VR.

Granted, the bar is pretty low in this case. Tracking on PSVR 1 was arguably the worst among major headsets on the market, but it still sold very well regardless. Even if PSVR 2 has just ‘ok’ inside-out tracking, it could still be an improvement over the poor tracking of the original.

All that said, Sony tends to be pretty serious about VR, and I expect they’ll have a decent solution for inside-out tracking, if not a very good one.

Continue on Page 2: Eye-tracking, Controllers, Audio, & Headset Haptics »

PSVR 2 vs. PSVR – How Far Has PlayStation VR Come Since 2016? Read More »

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Samsung Partners with Google & Qualcomm to Release Android-powered XR Device

Samsung’s 2023 Unpacked event was all about the company’s Galaxy S23 hardware, although at the end of its hour-long presentation the South Korean tech giant announced it was working with Qualcomm and Google to develop an XR device.

TM Roh, Samsung’s president and head of mobile experiences, didn’t reveal any more than what was said on stage, namely the existence of the partnership itself, however speaking to The Washington Post he announced the companies are “getting there,” and that the XR device was “not too far away.”

It’s not clear what sort of device it will be, since ‘XR’ essentially covers the entire gamut of immersive headsets, including augmented reality (e.g. HoloLens), virtual reality (e.g. Meta Quest 2), and mixed reality (e.g. Meta Quest Pro). Our best bet though is on a standalone MR headset, which uses passthrough cameras to layer computer-generated visuals on top of the user’s physical space, essentially replicating the experience you might have on a see-through AR display, albeit on a VR device.

MR headsets include Meta Quest Pro, HTC Vive XR Elite, and Apple’s rumored headset which is reportedly set to arrive sometime early this year at around $3,000.

Meta Quest Pro | Image courtesy Meta

As you’d imagine, Qualcomm is tasked with building the XR device’s chipset, while Samsung will manufacture the headset’s hardware. Software will be provided by Google; WaPo reports it will be running on “the unannounced version of the Android operating system meant specifically to power devices such as wearable displays.”

With the exception of Qualcomm, which not only produces XR-specific chipsets but also regularly shows of its own XR headset references, both Samsung and Google’s commitment to the project are kind of a long-awaited homecoming.

Samsung was one of the first truly massive tech companies to develop VR hardware. Starting in 2014, the company partnered with Meta (then Oculus) on the Samsung Gear VR platform, which paired the Galaxy Note 4 phone with a headset shell sporting an optimized intertidal Measurment unit (IMU). Samsung Gear VR was essentially the first high-quality 3DOF mobile VR experience offered to consumers, marking a stark departure from the sort VR experiences you could find on Google’s more open, but decidedly lower-quality Cardboard platform.

Notably, Samsung hasn’t released a VR product since the launch of the PC VR headset Odyssey+. Like seemingly all big tech firms these days, it appears to be working on AR glasses.

Smasung Odyssey+ | Image courtesy Samsung

Google, although reportedly also working on AR device, similarly shelved its VR ambitions when it discontinued its standalone Daydream platform in 2019, something which at the time was essentially the nail in the company’s Android VR coffin. Google previously worked with Lenovo in 2018 to produce its first and only standalone Daydream VR headset, the Lenovo Mirage Solo, which offered 6DOF room-scale tracking while providing only a single 3DOF clicker-style controller.

Since then, Google has only really been vocal about its experimental system for immersive video chatting, Project Starline, which lets people engage in face-to-face video chats without needing an AR or VR headset.

Typically, we’d say Mobile World Congress 2023 would be the next logical place to share more info about the XR hardware partnership. Samsung, Qualcomm and Google will all be present, so we may just learn more there when the week-long event kicks off in Barcelona, Spain on February 27th.

Samsung Partners with Google & Qualcomm to Release Android-powered XR Device Read More »

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‘Half-Life’ Inspired VR Adventure ‘Vertigo 2’ Shows Off Branching Story & New Bosses in Behind-the-Scenes Video

If you’re like us, you’ve probably been hotly awaiting the release of Vertigo 2 for a few years now. And as we approach the March launch date of the Half-Life-inspired PC VR adventure, Zulubo Productions has tossed out a new behind-the-scenes video showing off more of its branching narrative and gameplay, in addition to a ton of new screenshots to whet your appetite.

With less than two months to go until its March 30th release on SteamVR headsets, developer Zach Tsiakalis-Brown has released a new explainer video that delves into gameplay mechanics of their upcoming Half-Life-like (aka ‘Half-Like’) adventure.

You can catch the latest trailer, hosted by Vertigo 2 voice actor Gianni Matragrano, above and below this article. In it, we get a good look at a number of never-before-seen areas and bosses, in addition to some behind-the-scenes stuff.

Zulubo tossed out a ton of new images too, which you can see below:

Vertigo 2 has been hotly anticipated since the release of the original Vertigo in 2016, although many may better recognize the game from its refinement Vertigo Remastered, which came out in 2020.

In case you haven’t watched the explainer video (above and below), or played the free demo on Steam, here’s the setup: Vertigo 2 returns you to an underground facility that’s teeming with aliens and security robots. Deep in the reaches of Quantum Reactor VII, you make your way towards the center of the reactor, along the way trying to determine which faction will be an ally, and which will be your foe.

Featuring a branching story, developer Zach Tsiakalis-Brown says we can expect a pretty substantial campaign, including 18 chapters, or what Tsiakalis-Brown calles “many times as much content as Vertigo 1.”

“This kind of [Half-Like] game is marked by building a believable, interactive world telling a story through a continuous first-person viewpoint and indulging in plenty of spectacular set pieces,” Matragrano says in the video. “The setting will be familiar, primarily taking place in an underground science facility with a chronic case of loose inter-universal aliens.”

Matragrano says a third of the game takes place in “more exotic environments, including the open ocean, flora-filled caverns, and an entire underground city.”

You can wishlist the game on Steam hereVertigo 2 is launching on SteamVR headsets on March 30th, which includes PC VR headsets like Valve Index and Rift S, as well as PC-linked standalones such as Quest 2, Vive XR Elite, and Pico 4.

‘Half-Life’ Inspired VR Adventure ‘Vertigo 2’ Shows Off Branching Story & New Bosses in Behind-the-Scenes Video Read More »

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Former Oculus CTO Has Doubts About PSVR 2’s Chance for Success

John Carmack, former CTO of Oculus and key player in the VR startup’s genesis story, says Sony’s upcoming PSVR 2 headset may be see a bumpy road to adoption based on its high price and potential for scattershot geographic distribution.

Carmack seems to really like PSVR 2’s hardware from a technical standpoint, saying that the unique combination of a tethered OLED display and PS5’s ray-tracing performance could hypothetically allow for a novel VR rendering approach with extremely low latency. As a legendary programmer and the former CTO of Oculus, it’s just the sort of thing Carmack thinks about when it comes to virtual reality headsets.

And though he he lauded that unique technical potential, Carmack says he actually doesn’t expect PSVR 2 to be “very successful at $600”:

I don’t expect PSVR2 to be very successful at $600, but technically, with a directly connected OLED display and decent ray tracing performance, it is an opportunity to implement just-in-time ray tracing for couple-millisecond 6DOF motion-to-photons latency, which I would really

— John Carmack (@ID_AA_Carmack) January 26, 2023

Releasing on February 22nd, PSVR 2 carries a price tag of $550, which after sales tax puts it somewhere close to $600 out-the-door in most states. That’s a fair jump past Quest 2’s $400/$500 price tag, depending on whether you buy the 128GB or 256GB version.

Former Oculus CTO John Carmack | Photo courtesy Meta

Still, this doesn’t take into account the all-in price to actually play PSVR 2, which at $400 for the PS5 Digital Edition and $500 for Console with disc drive, puts it somewhere north of $1,000 for everything required. But what about Sony’s impressive global reach with PS5?

In a follow-up tweet, Carmack mentions that PS5’s admittedly large global footprint, now tallying 30 million consoles worldwide, isn’t nearly as important as having a higher concentration of devices spanning a smaller geographic area.

“Addressable market size matters much more to developers than global coverage. A 5M market size distributed across every country is much less attractive than a 10M market in a smaller set of countries. In fact, equal sized markets would favor fewer countries — less work.”

Carmack doesn’t appear to be playing favorites either; he similarly critiqued Meta Quest Pro recently for its “dubious price point,” something which has skewed Meta’s latest and greatest away from consumers and positioning the mixed reality headset more as a work productivity device.

Doubts about PSVR 2 seem to be mounting the in few weeks preceding its February launch. Public perception was recently injected with a heavy measure of uncertainty about its pre-order performance. A Bloomberg report earlier this week claimed Sony had slashed production forecasts of PSVR 2 by half to just one million units expected in the first quarter, something Sony has now refuted.


Looking to learn all about PSVR 2 before it launches this month? Check out our top articles covering games, hardware previews and more:

Former Oculus CTO Has Doubts About PSVR 2’s Chance for Success Read More »

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Report: Meta Wins Bid to Acquire VR Fitness Studio Behind ‘Supernatural’, Awaiting FTC Appeal

In 2021 Meta announced it was set to acquire Within, the studio behind popular VR fitness app Supernatural, however the reportedly $400 million deal became subject to investigations by the Federal Trade Commission (FTC) in respect to Meta’s supposed monopolization of the VR fitness space. Now, according to a Bloomberg report, it appears the FTC has lost an important suit to block Meta’s acquisition of Within.

Unreleased documents from the closed court proceedings appear to vindicate Meta’s acquisition of Within, Bloomberg reports, citing people familiar with the ruling. The sealed decision was made Wednesday morning by US District Judge Edward Davila in San Jose, California, which effectively denies the FTC’s request for a preliminary injunction to block the acquisition.

The final outcome of the trial isn’t entirely official just yet though. It’s said Judge Davila also issued a temporary restraining order with the aim of pausing Meta from closing the transaction for a further week, allowing time for the FTC to make an appeal. Provided the reports are accurate, the chances of the FTC potentially clawing back from the loss seem fairly slim at this point.

Last July, the FTC under sitting Chair Lina Khan revealed it had filed a motion aimed at blocking the deal with a federal court in a 3–2 decision, which aimed at reigning in Meta’s ability to “buy market position instead of earning it on the merits,” FTC Bureau of Competition Deputy Director John Newman said at the time.

Neither Meta nor the FTC has commented on the report regarding Meta’s win. In a statement to the New York Times about the matter in July, Meta called the FTC’s position “based on ideology and speculation, not evidence. The idea that this acquisition would lead to anticompetitive outcomes in a dynamic space with as much entry and growth as online and connected fitness is simply not credible.” Adding that the lawsuit would send “a chilling message to anyone who wishes to innovate in VR.”

Over the past four years, Meta has gone unchallenged in several VR studio acquisitions, including Beat Games (Beat Saber), Sanzaru Games (Asgard’s Wrath), Ready at Dawn (Lone Echo & Echo Arena), Downpour Interactive (Onward), BigBox VR (Population: One), Camouflaj (Marvel’s Iron Man VR), Twisted Pixel (Wilson’s Heart, Path of the Warrior), and Armature Studio (Resident Evil 4 VR port for Quest 2).

In particular, the FTC used Meta’s acquisition of Beat Saber as evidence that the company already had engineers with the skill set to both expand Beat Saber into fitness and to build a VR dedicated fitness app from scratch, an FTC court filing stated, maintaining that buying Within “was not the only way Meta could have developed the production capabilities and expertise needed to create a premium VR fitness experience.”

Report: Meta Wins Bid to Acquire VR Fitness Studio Behind ‘Supernatural’, Awaiting FTC Appeal Read More »

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VR Education Startup Raises $12.5M to Teach Math and More Using VR in Schools

Prisms VR, an immersive platform for teaching math, announced it’s raised $12.5 million in a Series A round, which the company says will be used to expand its VR math literacy platform to more schools across the US.

Led by Andreessen Horowitz, the latest funding round brings Prisms VR’s lifetime funding to $19.1 million, according to CrunchBase.

Launched in 2021, Prisms focuses on teaching math in VR through problem-driven, tactile and visual learning. Essentially, it immerses students by confronting them with real-world problems—a far sight from the sort of drab word problems which typically involve far too many watermelons for comfort.

Prisms was founded by Anurupa Ganguly, who has taught math and physics across both Boston and New York City. The app’s development, Ganguly explains, was in response to the US education system, and how math instruction doesn’t appeal to real life situations.

“Technology has failed our students, especially where math is concerned. With new developments in immersive tech, we have the opportunity to make learning experiential and connected to students’ lives,” said Ganguly, founder and CEO at Prisms. “Prisms is the first learning solution that empowers students to experience real-life problems with their bodies versus reading about them divorced from personal experience. They are then able to build up to shorthand abstractions from intuitive visual and tactile experiences that lead to enduring retention and deeper understanding.”

The company says it’s using the funds to accelerate growth and adoption of its product and team in addition to expanding programs to more schools across the US. The company is also currently developing products aimed at higher education and other subjects as well.

The startup’s Meta Quest app is available to parents, tutors and teachers with a seven-day free trial, costing $24 for an annual subscription to its growing library of immersive lessons. For now, it includes around two dozen modules, teaching from middle school fractions all the way to advanced algebra.

To date, Prisms has already been adopted by 100+ school districts across 26 states, the company says, bringing its app to more than 80,000 students.

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Meta Reality Labs Earnings Reveal a Less Successful Holiday Season & Highest Operating Costs Yet

Meta today revealed its latest quarterly earnings results, showing that Reality Labs, the company’s XR and metaverse arm, had a smaller holiday season than the last, while operating costs have reached their highest levels yet.

Today during the company’s Q4 earnings call, Meta revealed the latest revenue and operating cost figures for its XR and metaverse division, Reality Labs, providing one of the clearest indicators of the success the company is seeing in this space.

The fourth quarter has consistently been the best performer for Reality Labs, no doubt thanks to the holiday season driving sales of the company’s offerings.

In the fourth quarter of 2022, the company saw $727 million in revenue, which was 17% less compared to the fourth quarter of 2021 when the company pulled in $877 million in revenue.

The fourth quarter of 2021 was a good performer for Reality Labs revenue thanks to the success of Quest 2 which had launched earlier that year.

In the fourth quarter of 2022, the company’s latest headset to launch was Quest Pro, it’s high-end MR headset. Unsurprisingly, the more expensive device—which has yet to find a strong value proposition at $1,500—doesn’t seem to have performed as well as Quest 2 did in its launch year. Just days ago, Meta temporarily discounted the price of the headset to $1,100, appearing to test the waters at that lower price. Granted, XR headsets aren’t the only product Reality Labs offers, which means the division’s other product lines—video calling speakers and smart glasses—may have had a role to play.

In addition to a smaller holiday season than last year, the latest earnings for Reality Labs show the division’s expenses were greater than in any previous quarter, surpassing $4 billion for the first time.

This continues a trend of Meta’s ever-growing investments in Reality Labs which the company has warned investors may not flourish until the 2030s.

In the face of operating costs far outpacing revenue, Meta CEO Mark Zuckerberg told investors that his management theme for 2023 was “efficiency,” saying he wants to focus the company on streamlining its structure to move faster while being more aggressive about shutting down projects that aren’t performing.

Meta Reality Labs Earnings Reveal a Less Successful Holiday Season & Highest Operating Costs Yet Read More »