Hi @Carx, here's an FAQ with all the details you need.
That code is redeemed at vive.com/code btw. Sorry you couldn't find it - there's supposed to be something in the box that lets you know.
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Hey @orl0x, ARK is a great game, but I haven't played it in VR so can't comment on that implementation. I think you'd enjoy it though. Bear in mind it's really designed to be played multiplayer, and is also pretty taxing on most PCs (even in 2D mode!).
Another game with VR support that's traditionally been 2D based is Elite: Dangerous. That's a spaceflight sim, essentially. I'm a fan myself. :)
Other good VR games - it does sort of depend on what you're into. If you're enjoying Onward, you might like Raw Data (shooter with robots) or Arizona Sunshine (shooter with zombies).
Climbey is a lot of fun, although does make some a bit motion sick.
I'd second the Vanishing Realms recommendation.
Final Approach is a fun 'playing with planes' experience, where you're landing planes like a giant air-traffic controller.
Adr1ft is also very cool - although you really do need to not have a problem with motion sickness. You're an astronaut trying to survive in a disintegrating space station.
Oh and I should probably plug our own Arcade Saga - three games in one, all of them guaranteed to work up a sweat, and now with multiplayer. :)
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Another example I saw today, just food for thought...
The Los Angeles Natural History Museum is doing a temporary VR exhibit using TheBlu, everyone's favorite VR-intro. They list it as a 6 minute experience, and are charging $8 for museum members, $10 for non-members (that's on top of the regular ticket price for entrance to the museum).
Under the same installation using Viveport Arcade, assuming that 6m runtime, you'd be spending 100 points/$1 every time you ran the VR experience for people. Obviously, other running costs would be added on to that, but does a potential $9 profit seem reasonable?
Of course, this is a specific example based on TheBlu, but I'd certainly have that in rotation if I was opening an arcade to the public. :)
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Regarding the Business Edition, I found this in the Arcade Operator FAQ (which is here). Emphasis mine:
For territories where the hardware is not yet distributed or if operators choose not to use the commercial units, the Viveport Arcade platform is compatible with the consumer units however operators should note the warranty and service will not apply.
Obviously, that's a risk - the lack of warranty - but there's the official line.
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Virtual reality became a lot less virtual at GDC 2017, and we were right in the mix with key sessions, announcements and upcoming programs that open up new opportunities for VR developers. Inside the walls of the Moscone Center in San Francisco last week, developers from around the world gathered to see the latest developments in software and hardware, mix and mingle with fellow devs and attend talks and panels given by luminaries from across the industry. That included a lot of news and buzz around VR.
For our part, we presented a keynote called “Holodeck Year 2,” where we broke down what we believe is going to grow the VR ecosystem in 2017. We also had panels with VR developers looking at recipes for success and the opportunity to expand the market through arcade and out-of-home VR experiences. The most important takeaway from what we communicated at GDC is that content and the creators behind it are going to drive VR forward this year. That means all of you in our development community.
We want to make sure you’re all aware of what Vive is doing to set up VR and VR developers for success. For that, we put together a recap of some of our key announcements and information shared with developers at GDC.
Viveport has officially opened its doors to developers to sign onto the subscription service unveiled at CES earlier this year. This is a brand new opportunity for developers to reach a larger audience and better monetize their VR content. When the service launches later this spring, every Vive owner will have access to a free trial of Viveport subscription.
Rahul Sandil, VP of Marketing for Viveport, breaks down how the service works and how developers can benefit from opting into it in this video. If you are a developer, you can sign participate in the subscription service by logging in to the developer console: https://developer.viveport.com/console/.
Location-based entertainment is going to play an important role in the continuing adoption of VR, representing a major touchpoint for more people to experience high-end VR. Vive is helping drive forward this part of the VR marketplace with our upcoming launch of Viveport Arcade, a turnkey platform to securely deliver content to thousands of arcade and amusement center operators around the world. The platform is currently in trial and is planned to open worldwide April 2017.
In the video below Jenna Seiden, Head of Content Acquisitions & Partnerships at Viveport, looks at how Viveport Arcade represents a significant opportunity for VR devs to reach a global audience, and could grow to $100 million market by the end of the year. For more information, please visit https://developer.viveport.com/arcade/
Vive Studios Developer Support
There are three major areas Vive Studios is helping developers turn their creative VR concepts into reality:
1) Technical expertise for platform optimizations and best practices in VR
2) Publishing services to help distribute content to more markets and help get the message out about great content
3) Investment and funding of content to grow development talent and the VR ecosystem.
In the video below Joel Breton, Head of Vive Studios, looks at how content is king in driving VR adoption, and how Vive is taking a platform agnostic approach to supporting the creation of high-quality VR content that can move the needle. For more information on Vive Studios, please visit https://www.vive.com/us/vive-studios/
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Hi @dphtx, thanks for chiming in.
You're absolutely right about Dave & Buster's having other revenue streams, and that's almost certainly a big part, if not the majority of their revenue. I honestly picked them at random looking for a chain - I didn't even realize they were doing VR until I saw it on their site!
Pricing is always going to be hard to pin down globally, as it's a classic case of 'paying what the market will bear'. I've seen pricing on VR experiences go up to $10 for 15m, but you might be right, it may not encourage repeat business. Perhaps there could be a loyalty scheme or something similar for repeat customers to help them save money, and to keep money coming in.
That applies more to a fixed location of course, so in your case with a mobile / party-based company, that might not be practical. I'm going to double (triple) check on your pricing there, because for some reason I think there might be some variance (no-one's here for me to ask right now!). However, $40 an hour... doesn't seem that crazy to me. If I was a party organizer and was being told (for example) I'd need to pay, say, $200 flat fee for rental, $50 per hour for 4 units... for say two hours... $300 to entertain a lot of guests doesn't seem crazy to me. But then again, I haven't organized many parties. :)
Regarding Business Edition, I'm going to double check on that for you as well.
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Inception are at the forefront of creating 360 video and VR content, and recently arrived on Vive (and Viveport). With their new series launched, we talked to Benny Arbel, CEO of Inception.
Can you explain what Inception does as a company, and as a VR app?
Benny Arbel, CEO, Inception: Inception is a VR and 360 content destination. We launched in October 2016 and we’re now live on seven platforms, most recently and excitingly on Vive.
We’re working to solve the problem of how technology and content live together and enhance each other in the VR space. We partner with top publishers, musicians, artists and creative talent to create ongoing, repeatable, interactive content which incorporates CGI and gaming concepts together into VR entertainment.
What was the genesis of your new Eye Contact series?
There are few things less powerful to experience in this world than a spoken word performance. We set out to capture the intimacy and passion of these artists’ performances in locations around LA that best represent their words. Eye Contact aims to take those surroundings and juxtapose them with the raw poetry, rhymes, and other lyrical performances to give viewer both an intimate experience and the context to fully appreciate the words that are being spoken. For anyone who enjoys poetry slams, this is the next level.
Who are the first performers we'll see?
We were really lucky to work with some extremely accomplished spoken word performers for our first round of collaborations:
Alyesha Wise is a published poet, teaching artist, creator and TEDx speaker. She wrote her first poem at the age of 11 and has not stopped creating since. She performed her poem Falling In With LA for us.
Dahlak Brathwaite is a writer and educator. He believes in the ability of words to engage, enlighten and inspire. He shares his passion for language and helps others find their voice. Dahlak performed his poem Today for us.
Shihan Van Clief is a writer and presenter. He has been working with clients for over 20 years to rebrand their stories with innovative ideas and creative solutions. Shihan performs his poem The New World for us.
How was Eye Contact filmed? What sort of hardware setup is used?
We worked with the performers to choose spaces and views that were meaningful for them and their piece so that we could translate the visual language through to physical space. For the main performance capture, we used a Nokia Ozo to shoot the performances to introduce the appropriate depth. For the time-lapse portions, we used a Samsung Gear 360 with a number of modifications which allowed us to achieve 8K. This gave the experience a level of movement that helped to create our visual language.
Were there any particular challenges you faced while creating Eye Contact?
We always focus on what VR or 360 adds to whatever we’re filming. If it doesn’t add anything, then we ask ourselves whether we should film it at all. When filming performance pieces like these, we wanted to make sure that we made the most of the space while simultaneously giving viewers the intimate experience we were aiming to create. That’s where the time lapse footage came in – it gave us a chance to create stunning 360 visuals, represent the topic of the poem, and still give the viewer the chance to look the performers in the eye.
Not to mention that we were filming in LA during their worst rain storm in years, so we had to be pretty flexible to say the least…
Any hints on who might be seen later in the Eye Contact series?
We pride ourselves on bringing different perspectives and angles to VR. For us, Eye Contact isn’t about the big names, but about bringing in a range of different talents with different messages to share. We have a lot more of that in the pipeline!
What's next for Inception VR? Any big projects you can tell us about?
We’re working with various different publications, brands and talents. You’ve already seen our partnerships with Time Out Tel Aviv and London, we have many more exciting partnerships coming in the next few months!
Thank you for talking with us, Benny!
Inception, featuring Eye Contact, is now available on Viveport.
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