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Viveport今年为开发者提供更高的收入分成,以激励开发者。

为了感谢开发者并吸引更多游戏进入其PC VR应用商店Viveport,HTC将临时提高全年开发者收入份额。从1月1日到12月31日,HTC将净收入份额从通常的70/30提高到80/20,适用于一次性购买、应用内购买和加入Viveport Arcade计划的游戏。Steam仍然采用70/30分成,除非游戏销售额超过1000万美元。HTC明显努力通过在Viveport中添加已经在Steam上发布的游戏或计划在明年发布的游戏来丰富其内容库。自2016年8月推出以来,Viveport已经有了很大的变化,并提供了一系列顶级VR游戏,包括"The Walking Dead: Saints & Sinners"、"Friday Nights at Freddy's VR: Help Wanted"、"Moss"、"Paper Beast"和"Creed: Rise to Glory"。除了支持SteamVR和Oculus Rift游戏外,Viveport还通过类似Netflix的游戏订阅服务Viveport Infinity提供了极具价值的选择,并获得了第二次机会。Viveport Infinity一直采用80/20分成,现在整个平台看起来更具竞争力。

Rokid发布搭载波导光学技术的Vision 2增强现实(AR)头显

中国的AR初创公司Rokid今天发布了一款名为Rokid Vision 2的新款AR头显,该产品采用了波导光学技术,外形十分纤薄。Rokid Vision 2头显没有内置计算能力和电源,用户可以通过连接智能手机、笔记本电脑、游戏机和平板电脑来为其供电。该头显采用了衍射光波导技术,透光率达到85%,视野角度为40°。此外,该头显配备了双集成扬声器和双麦克风,可用于免提语音控制。 Rokid Vision 2还搭载了一些自家软件,如“虚拟城市”、用于媒体消费的“全息影院”以及360度沉浸式空间“幻想世界”。目前,Rokid的XR软件系统支持Android和Unity的应用开发者,以及几个主流硬件平台。 虽然Rokid尚未公布Rokid Vision 2的价格和发布日期,但公司表示其目标市场包括文化旅游、展览和博物馆以及医疗和健康行业,并且也瞄准了消费者市场。 根据介绍,AR头显中的波导光学和鸟澡光学是常见的近场显示技术。鸟澡光学适用于价格要求较低的产品,但亮度较低且需要较重的遮光层。波导光学较为复杂,目前大多数基于波导光学的AR头显视野较小。

分析:Steam上每月连接的虚拟现实头盔突破200万台里程碑。

2020年是Steam上VR产业的重要一年,新款头戴设备的发布、Valve的旗舰VR游戏《半条命:爱莉克丝》以及冠状病毒疫情的爆发共同推动了游戏市场的大幅增长。根据Valve公布的数据,每月连接的VR头戴设备首次突破了200万的里程碑,其中11月创下了历史最高纪录,达到了230万。 关于Steam上头戴设备的份额,Oculus Quest在供应商中表现出色,占据了总体份额的一半以上,而HTC的头戴设备份额持续下降,目前占据市场的20.8%。Windows Mixed Reality从长期来看,份额占比有所下降,但随着HP Reverb G2的发布,预计将重新回升。 此外,Valve还公布了一些有趣的统计数据。新增的首次VR用户达到了170万,总的VR使用次数达到了1.04亿次,每次VR游戏的平均时长为32分钟,较去年增长了30%,而VR游戏收入增长了71%,其中《半条命:爱莉克丝》贡献了39%。 总的来说,2020年在Steam上的VR产业经历了显著增长,新款设备和热门游戏的推动以及疫情的影响都起到了积极的推动作用。预计到2021年底,每月连接的头戴设备数量有望达到450万。

Oculus Quest 2将于下个月推出多用户账户和应用共享功能。

Facebook宣布将在Oculus Quest 2上推出多用户帐户和设备特定应用程序共享功能。多用户功能允许添加多个辅助账户,而应用共享功能则允许主要账户持有人在这些辅助账户之间共享应用程序库。共享应用程序将保持用户的独立游戏进度和相关成就。这些功能将于二月首先在Oculus Quest 2上作为试验性功能推出,然后在发布于2019年的Quest设备上推出。需要注意的是,所有辅助用户都必须使用Facebook进行登录。未来,应用程序共享功能还将允许主要账户持有人与其他三个设备共享应用程序。此功能显然面向拥有多个头显的家庭,但Facebook尚未透露执行此功能的细节。辅助账户持有人将能够在共享设备上购买自己的应用程序和内容,但不能与他人分享。该功能的推出有助于增加虚拟现实社区规模,提高Oculus Store上应用程序的推广,并防止盗版行为。此外,它还提高了设备在家庭中的使用率,并为开发者创造更好的长期参与度。自2月13日起,所有提交到Oculus Store的新应用程序都需要启用应用程序共享功能。之前发布的开发者可选择是否退出该功能,但必须在2月12日之前决定,否则系统将自动应用该功能。

VR击剑训练器将真实剑术与虚拟指导相结合

Fencer是一款由俄罗斯VR工作室Boxglass开发的虚拟现实 (VR) 击剑训练器,可以帮助用户学习击剑的基本策略和动作。该应用利用了Oculus Quest头显和一个连接在击剑剑上的控制器,通过一系列游戏化的练习来培养用户的反应和注意力,以及攻防策略训练。由于使用的是真实的击剑剑刃,Fencer能够准确地帮助用户形成肌肉记忆和运动技巧。尽管在虚拟环境中学习招架技巧可能会更加困难,但Fencer确实可以提高击剑的准确度、剑的放置、闪避和其他重要技能。 Fencer套件售价2000欧元,主要面向击剑馆,但如果能推出面向消费者的自带剑版本的应用程序,将有助于降低进入门槛,吸引更多人加入这项运动。

Valve:2020年Steam平台新增170万个VR用户,VR游戏收入增长71%。

据Valve分享的数据显示,2020年Steam上的VR领域取得了显著增长。他们表示,该平台有170万用户首次体验了VR游戏,总体VR游戏场次超过了1.04亿次。游戏时长也有所增加,平均为32分钟,较去年增长了30%。最令人感兴趣的是,Steam上的VR游戏收入增长了71%,其中39%来自于《半条命:爱莉克斯》。 尽管Valve没有公布Index头戴设备的销售数据,但他们表示需求一直持续高涨,并在2020年底开始满足需求。 这些统计数据只代表了Steam在VR领域的一部分,然而从整个行业来看,2020年似乎是一个重要的一年。新VR头戴设备的发布(如Quest 2和Reverb G2)、《节奏光剑》达到双白金销量、Quest 2在发布不到七周后超过了原有Quest的每月活跃用户数量等等,都显示了VR行业的快速增长。

《Beat Saber》和《工作模拟器》是2020年PSVR下载量最高的游戏。

PlayStation在2020年发布了PS4、PS5和PSVR游戏的北美和欧洲市场下载排行榜。排行榜前两名的游戏分别是《Beat Saber》和《职业模拟器》。两个地区的排行榜有很多相似之处,其中北美和加拿大的第十名是《漫威钢铁侠VR》,欧洲的第三名是《血与真相》。其他入榜游戏包括《超热VR》、《行尸走肉:圣人与罪人》、《Gorn》、《Creed: Rise to Glory》、《亚利桑那的阳光》和《维尔德不朽:星球大战VR系列》。 《职业模拟器》作为VR行业中较老牌的房间尺寸游戏之一,持续取得成功,可能是因为其适合初学者的休闲游戏风格。《Beat Saber》自2018年发布以来一直在排行榜的前两名之间交替,这款游戏也适合初学者,还通过不断更新和音乐包下载内容提供更多的重玩价值。 需要注意的是,一些重要的游戏如《上古卷轴V:天际VR》、《五夜后宫VR:寻求帮助》、《无主之地2 VR》、《防火墙零时刻》和《PlayStation VR Worlds》已经从2019年的排行榜中消失。

对于一家经历过风雨的老牌工作室来说,虚拟现实已经成为一项利润丰厚的业务。

Cloudhead Games是加拿大的一家专注于虚拟现实游戏的工作室,成立较早,有着丰富的经验。他们的最新作品《Pistol Whip》在市场上取得了巨大的成功。 Cloudhead Games的首款游戏《The Gallery - Episode 1: Call of the Starseed》在2016年与HTC Vive一同发布,被认为是首批充分利用了虚拟现实功能的游戏之一。该游戏不仅在细节和世界构建上表现出色,还获得了评论家的赞誉。 随后,Cloudhead Games推出了续集《Episode 2: Heart of the Emberstone》,确保了他们在VR游戏领域的知名度。 然而,Cloudhead Games最大的成功来自于他们的最新作品《Pistol Whip》。这款游戏的销售额大幅超过了他们早期作品,而且该工作室的销售额在2020年12月较2019年同期增长了60%。 Cloudhead Games的首席执行官Denny Unger表示,《Pistol Whip》的成功得益于不断增长的VR市场和工作室在VR设计方面的转变。2018年,由于VR行业的不稳定,他们几乎不得不放弃VR。然而,《Pistol Whip》在市场推出时正值关键时刻,与Oculus Quest等新设备的发布相结合,获得了很大的成功。作为2020年的转折点,Cloudhead Games工作室成功地规划了未来几年的战略计划,避免了面临财务困境。该工作室由25人组成,完全依靠自己的努力运营,没有风险投资和董事会的支持。其中,Quest市场对于成功起到了重要作用。 与传统VR游戏不同,《Pistol Whip》是一款非线性射击游戏,容易上手且可反复玩。该游戏的成功在于引起了玩家的上瘾,并能够保持良好的留存率和游戏时间。Cloudhead工作室决定转变方向的原因是消费者在VR内外对游戏的兴趣并没有太大差别,因此选择了一个更具吸引力和易用性的游戏类型。 在游戏开发过程中,Cloudhead工作室注重触发玩家的反应性大脑,而非深入分析的大脑。他们通过将玩家置于具有威胁性的情境中,引导玩家进行物理移动动作,从而让玩家主动参与并专注于射击和生存。 此外,工作室的一些商业提案与好莱坞合作,虽然无法成功,但却为他们认识到了易用性的重要性。这使得他们在《Pistol Whip》的开发中不得不考虑普通消费者在VR体验中能接受的复杂程度。 总的来说,《Pistol Whip》的成功源于其吸引力、易用性和引发玩家反应的游戏设计,以及Cloudhead工作室在市场调研和策略规划方面的努力。"Whip" has other plans. "[...] we must recognize that in VR, actually, the mode of action needs to 'disappear'. I'm not saying you just stand there in a room - that's not what I mean. The cognitive burden of thinking about how to move needs to disappear," Unger said. "[...] There should still be a mode of action in the experience, but you need to completely eliminate the user's cognitive burden and let them focus on other things in the virtual environment." This concept has the same significance in the XR industry, and "low cognitive load" is also applied to game interaction design. "[...] It may sound a bit old-fashioned, but I don't really like having so many buttons on modern VR controllers. I actually really like the trackpad on the original Vive controller because it forces designers to think more about VR. For example, 'how do I make my hands do this in the experience [instead of using buttons]'? For me, it's a return to simplified input. Once again, users should not have to think about how to do something; it should be a natural and organic known operation." Regarding Cloudhead Studios' recent success, Unger believes it is not just a short-lived Quest hype, but there is sustainable momentum behind VR growth. He believes this momentum is significant enough to attract other major VR headset manufacturers to enter the market. As for game developers who have been paying attention to VR, Unger believes now is the time to enter the market. He thinks they have already crossed the threshold of making investments safe in VR and that there will be returns, especially for studios that know what they are doing and know they can launch relevant products. Cloudhead Studios is confident in moving forward on its current trajectory and is actively investing in the long-term future of the company. The success of "Pistol Whip" has allowed them to establish Cloudhead Labs, which serves as a research and development think tank where they can explore new VR mechanisms, games, and ideas. After fully dedicating themselves to VR and experiencing a storm that nearly bankrupted the studio, there is no better sign of Cloudhead's current strong momentum than the fact that they are actively recruiting.

「Synth Riders」音乐包推出 携Muse乐队 全新歌曲目单公布,DLC将于1月14日上市。

虚拟现实节奏游戏《Synth Riders(2018)》将推出名为“Synthwave Essentials 2”的新音乐包,其中包含英国摇滚乐队Muse。开发商Kluge Interactive在Road to VR独家揭示了即将推出的DLC的曲目,并谈论了一些关于在VR中跟随合成波动节奏舞动的细节。《Synth Riders》是一款自由舞蹈游戏,玩家需要击中球体与节奏同步,进入流畅状态。新的音乐包将于明天1月14日推出,包括付费歌曲和免费歌曲。付费曲目包括Muse的《Algorithm》等,每首歌的价格为1.99美元,也可以以7.96美元的折扣价购买全部曲目。游戏还将获得三首免费歌曲,将在明天的更新中提供。《Synth Riders》可在SteamVR头盔上通过Steam和Viveport购买,同时支持Oculus Rift和Oculus Quest的跨平台购买。PSVR支持将在今年推出。Essenger(feat. Scandroid):Essenger and Scandroid team up in this remix of "Empire of Steel" by MASKED, making it more aggressive, modern, and incorporating elements of EDM and guitar, all set in a cyberpunk future. "Automatic Call" - NINA: With a strong bass and shimmering synth waves, coupled with Nina's beautiful vocals, this song is a breakup anthem that will leave a lasting impression. We also have the opportunity to virtually chat with Arturo Perez, CEO and Partner of Kluge Interactive, to gain a deeper understanding of how they created this synthwave-inspired game. Established in 2007, Kluge Interactive is a creative agency based in Los Angeles that builds interactive experiences for various industries, including healthcare, B2B, and public domains. The studio created and released "Synth Riders" in 2018, their first virtual reality game for consumers. You seem to be excited about the upcoming DLC. What's all the buzz about? Arturo Perez, CEO of Kluge Interactive: We are indeed very excited! Synthwave was our original source of inspiration when we started developing "Synth Riders," and we received many requests for a sequel. Synthwave music was still a niche genre in gaming at the time, and we couldn't believe how much it has grown since then. We are proud to release a song pack featuring classic artists such as FM-84 & Ollie Wride, The Midnight, Gunship, and Scandroid, who are legendary figures to us. And then there's Muse, who created some iconic songs in "Simulation Theory," and we're excited to include two of them in this song pack. This song pack has a special reason for us. It's the first time we've created a dedicated gameplay experience for a specific song, "Algorithm" by Muse. Unlike stages that can be used for any song, this is a unique, artist-driven, immersive visual feast that synchronizes perfectly with the song, blending visuals, sound, and movement to create a revolutionary virtual reality experience. The final result exceeded our expectations, and we hope the "Algorithm" experience can blow the minds of many VR newcomers and rekindle the "wow" factor for seasoned players. In "Synth Riders," you can really burn a lot of calories by playing any song. Did you specifically design it for fitness, or was it just a happy side effect? Our main inspiration for creating the game came from "Thumper" (2016), so initially, the idea was just to make a good music game for ourselves – virtual reality fitness was outside our scope. Once we had a prototype, we realized this game was a great fit for dancers and fitness enthusiasts. I remember it was brought up during an internal audience exercise. But it wasn't until our community confirmed it that we had a clear goal. Today, we're fortunate to have people like our product manager Wirrel, who has 20 years of fitness experience, on our team. We focus more on guiding the movements players make and ensuring those movements are beneficial to their bodies. For example, we know that repetitive movements can be harmful, so we intentionally mix dance and workout modes in a way that doesn't have negative impacts, inserting them into each song. We also constantly test how it feels on the body. We're thrilled that the game is widely used for fitness and dance; a happy accident has become a core for introducing new game features. Developers seem to benefit from the significant growth in Quest 2 installations and user engagement. Is it the same for "Synth Riders"? Absolutely. It seemed a bit sluggish for everyone before the release of Quest 2, and we were in touch with many people. And after the release of the Quest 2, we saw a significant increase in sales and engagement. We really appreciate the support we received from the VR community and Oculus, as it helped us to reach more players and expand our fan base. Quest 2 is a great platform, and it has definitely benefited "Synth Riders" as well.《合成骑手》(Synth Riders)是一款虚拟现实音乐游戏,最近发布的新版本在发布当天的数据立即增长了5倍。该游戏还将推出适用于PSVR的版本。游戏中最受欢迎的模式似乎是旋转模式,特别是因为它适用于游戏中的每首歌曲,包括自定义曲目和所有的难度级别。2021年,游戏将推出战役模式和更多新功能,同时还计划引入更多的官方音乐体验。游戏开发者表示,他们曾经尝试过一些实验,如踢腿、射击等,但最终决定将精力集中在轨道体验以及设计灵活性上。《合成骑手》可在SteamVR、Oculus Rift和Oculus Quest等平台上购买,并且可以实现跨平台购买。

“毁灭战士3” 用这个非官方的修改版本闯入Oculus Quest平台

由于Beef团队的努力,id Software的标志性第一人称射击游戏《毁灭战士3》终于在Oculus Quest上以全新的虚拟现实体验推出,实现了恐怖的魅力和触控控制。该团队在SideQuest上发布了这个mod,通过移植游戏的原始文件到VR兼容游戏引擎中。这个mod项目不涉及原版受版权保护的资产,所以如果玩家想在Quest或Quest 2上玩,《毁灭战士3》的正版是必需的。目前在Quest上只有原版《毁灭战士3》可用(不包括《毁灭战士3:BFG版》),玩家可以在Steam上以5美元的价格购买该游戏。Beef团队表示,目前该mod不支持多人游戏,但他们未来也不排除添加这个功能的可能性。在此之前,Beef团队还成功将《Return to Castle Wolfenstein》、《Quake》、《Quake 2》、《Doom》和《Half-Life》带到了SideQuest的平台。对于那些不具备PC VR头盔的玩家,Beef团队建议在Github上下载“Fully Possessed Mod”,以享受使用链锯和撕裂敌人的乐趣。