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#Oculus Quest 2 market share
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虛擬實境浪潮:Steam平台上VR裝置的使用趨勢2023
在過去的幾年裡,我們見證了虛擬實境(Virtual Reality, VR)從一個遙不可及的概念,逐漸變成日常生活中不可或缺的一部分。從遊戲到教育,從房地產到遠程工作,VR技術已經穿透了社會的各個層面。最近從Steam平台上披露的數據中,我們可以一窺這一技術在遊戲社區中的普及情況。 根據這些數據,Oculus Quest 2以40.45%的使用率高居榜首,而Valve Index HMD則以18.65%位列第二。這兩款裝置的差異不僅反映在市場份額上,也體現在它們所代表的兩種截然不同的VR體驗。Oculus Quest 2的成功在於它的便利性和可訪問性,它是一個完全無線的裝置,提供了一個相對低廉的進入門檻,使得VR技術得以迅速普及。而Valve…
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river-taxbird · 7 months
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I always want Virtual Reality to be better than it is.
VR has been around for approaching a decade at this point, and companies keep trying to make it happen. I have seen the theory that Facebook (Meta) got into the VR game because they want hardware they can control without third parties stopping their data collection, but they appear to be downplaying it now.
So can VR be good? When is it going to happen?
My first headset was the HTC Vive, and it was fun at the time, but playing it today, it's pretty dire. Depressingly low resolution, major screen door effect, big, and bulky. Annoying external trackers. It is like 10% of the way to being what I want VR to be. I still have it but can't really play it since the poor quality usually leads to a one way trip to the floor.
I have tried the Oculus Quest 2, and it is kind of on its way. It has better controllers, some actual passthrough, and the screen door effect is much less pronounced. Too bad Facebook are evil. It's like 40% of the way to what I would consider a good headset to be.
I am looking at the Apple Vision Pro, and it's kind of getting there, it is like 70% of the way to being what I want VR to be. It has crystal clear video with no screen door, passthrough that actually works for professional use, and the hand and eye tracking appears to actually work which is impressive. It isn't for gaming and has absolutely no software support for the VR software people like. It appears to occupy a different niche to the cheaper gaming headsets, aimed at "Professional" use. It shares this trait with the quest pro.
We have come a long way in the last 10 years, but it will probably be another 10 years before virtual reality is something people actually want to use. Tech companies are never ones to give up though, and they will keep painfully iterating until they get there. I think to have a chance, to be the 100% of what I want it to be VR, I think it would need, including but not limited to;
Tethered and untethered use, allowing for local apps or connecting to a PC for extra horsepower. No bullshit lockdowns on software like they have today.
Functional hand tracking AND quality VR controllers for different applications. Both of these exist today but not in the same product at the same time for some reason.
Lightweight and cool. Fanless. Won't give you a spinal injury if you wear it for more than 3 hours. Semiconductor technology is probably about there or will be there soon, but Apple isn't fanless. Sadly Apple's battery in the pocket trick might be the only way to keep the weight down. Batteries just don't really change much, sorry!
Ultra high resolution. No screen door effect. Apple are about here but it's crazy expensive, so in 10 years I am sure the price will go down. VR isn't going to happen unless you can get Vision Pro quality at the baseline, for the price of a Meta Quest.
This really reminded me of when I wanted to get a tablet PC in like 2007 but quality tablets didn't exist yet. It was all massive chonky Windows CE garbage. I knew it was coming, everyone did, but tech wasn't there. The ipad releasing several years later is what really put them in the hands of consumers.
Mass software libraries for VR won't happen until these technical challenges are overcome, and by then, who is going to care? Maybe the vision pro is Apple taking something that already exists and putting it to the mass market, as they have done so many times before, but maybe this time it isn't going to take. Maybe VR is just never going to happen, but if it does, I want to be here for it. Play Half Life Alyx if you can, and never buy a Meta product if you can avoid it.
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govindhtech · 2 months
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Quest 4 Meta: The Next Leap in Virtual Reality
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Meta Quest 4 news
Meta has pushed the boundaries of virtual reality (VR) in an ever-changing landscape. Not exception is their most recent headgear, the Quest 4 Meta. The Quest 4 combines contemporary technologies with a simple design, leading to an unmatched virtual reality experience, while also expanding upon the achievements of its previous versions. This document analyses the attributes, improvements, and prospective impact of the Meta Quest 4 headgear on the virtual reality (VR) market.
Meta Quest 4 concept
Quest Series Evolution
The Meta Quest series has evolved since Oculus Quest. The first Quest headset, debuted in 2019, revolutionised VR without a  PC or sensors. The 2020 Quest 2 improved performance, display quality, and price. With Quest 3 maintaining this track, Quest 4 will elevate VR.
Design and Comfort
The Quest 4 Meta‘s new form factor stands out. Meta prioritised comfort because long VR experiences demand a lightweight, well-balanced headset. Its smaller design and lighter weight make the Quest 4 more pleasant to wear for long periods. The redesigned head strap fits securely and appropriately distributes weight.
Display & Visuals
To be immersive, VR headsets need decent screens; the Quest 4 Meta satisfies this need. With 2160 x 2160 pixels each eye, its twin OLED display offers remarkable clarity and brightness. This is a big improvement on Quest 3, which featured great graphics. Increased pixel density lowers the screen door effect, which shows pixels’ gaps, creating a more smooth and immersive visual experience.
Performance and CPU
Snapdragon XR2+ chipset manufactured with Qualcomm powers the Quest 4 Meta. A new CPU built for VR and AR applications improves speed and efficiency. The Quest 4 has 12GB of RAM for smoother multitasking and more complicated apps. These hardware advancements make the Quest 4 robust enough for the most demanding VR experiences.
Advanced Trackers/Controllers
A smooth VR experience requires accurate tracking, which Quest 4 Meta improves. Four ultra-wide cameras improve inside-out tracking and reduce latency in the headset. Redesigned touch controllers improve ergonomics and haptic feedback. Advanced finger tracking makes VR interactions more natural and intuitive on the controllers.
Mixed-reality capabilities
Mixed reality (MR) is one of Quest 4 Meta‘s most interesting features. The headset has high-resolution passthrough cameras so users can see their surroundings in VR. This allows for improved productivity apps and mixed reality gaming. The Quest 4 offers hand tracking and gesture recognition for seamless interaction with virtual and real-world items.
Software, Ecosystem
Meta has established a strong VR ecosystem, and the Quest 4 offers a large library of apps and games. The Meta Store has immersive games, social VR platforms, productivity applications, and instructional stuff. Meta’s support of a robust developer community ensures new and original Quest 4 content.
Social VR, Meta’s Vision
Meta’s rebranding from Facebook emphasises its dedication to the metaverse, a shared virtual place where users may engage with each other and digital information in real time. This concept relies on the Quest 4 to enable metaverse exploration and participation. Horizon Worlds and other social VR apps let users create and share virtual locations, encouraging community.
Security and Privacy
Any technology that collects personal data must prioritise privacy and security. Meta addressed these vulnerabilities with Quest 4. User data is protected by strong encryption and data protection in the headset. Meta also offers transparent privacy policies and tools to let users manage their data and privacy settings.
Accessibility, inclusivity
Meta strives to make VR accessible to all. The Quest 4 has customisable controls, voice commands, and display settings to improve accessibility. These qualities allow VR users of all capacities to enjoy it. With more diverse applications in its content repository, Meta is promoting inclusivity.
Future Impact and Prospects
The Quest 4 Meta advances VR technology. It redefines standalone VR headsets with its comfort, display, performance, and mixed reality capabilities. As the Quest 4 gains popularity, VR may become commonplace in gaming, education, healthcare, and remote work.
The headset’s mixed reality features enable new applications and experiences. In education, students can interact with virtual objects while seeing their classroom. Surgeons can employ mixed reality to overlay medical imagery on patients, improving precision and outcomes.
Issues and Considerations
Meta Quest 4 has strengths and weaknesses. Some users are deterred by VR hardware’s expensive price, but Meta’s range of prices helps. Due to technology improvements, today’s headgear may become outdated shortly.
VR use may cause eye strain and motion nausea over time. Meta’s adjustable interpupillary distance (IPD) and improved display technology have helped address these concerns, but more study and user feedback are needed to improve them.
Meta Quest 4 release date and price
When is the Meta Quest 4 coming out?
The official release date of Meta Quest 4 is still unknown, however rumors and leaks indicate that it will likely come out in late 2025 or early 2026.
Meta Quest 4 price
Although the pricing of Meta Quest 4 has not yet been revealed, trends and rumors indicate that it will cost between $500 and $600 USD.
The Quest 4 may come in different variants, with a base model closer to $500 and a more feature-rich premium version at roughly $600. However, this is only conjecture, so we’ll have to wait for Meta to make an official statement.
Conclusion
Meta’s Quest 4 Meta headset shows its dedication to VR and metaverse possibilities. The Quest 4 provides an immersive, accessible VR experience with its remarkable features and advancements. The Quest 4 leads VR innovation and possibilities. Meta Quest 4 will shape VR’s future for gaming, socialising, education, and work.
Read more on govindhtech.com
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saskia105 · 6 months
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The Apple Effect: Stryker's Mako Embraces Apple's Vision Pro for Surgical Visualization
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Stryker's Mako, a robotic surgery group, has joined the wave of companies following Apple's lead by integrating their technology into their products. With the release of Apple Vision Pro, Mako has developed the myMako app, allowing surgeons to visualize and review surgical plans in an immersive way.
Apple's influence on the market, often referred to as "The Apple Effect," has prompted companies to venture into new product categories. One such company is Stryker's Mako, a robotic surgery group that has embraced Apple's latest technology. Mako, initially founded by Rony Abovitz, the founder and former CEO of AR unicorn Magic Leap, has integrated Apple Vision Pro into their surgical visualization process.
This move highlights the impact of Apple's entrance into the XR market and how it is shaping the strategies of other major hardware companies.
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Mako's Journey from Magic Leap to Apple Vision Pro
Rony Abovitz founded Mako Surgical in 2004, a medical robot company that caught the attention of Stryker. In 2013, Stryker acquired Mako Surgical for $1.65 billion, just three years after Abovitz founded Magic Leap. While Magic Leap and Vision Pro share similarities, such as being high-priced standalone devices targeted at developers and professionals, Mako's choice to integrate with Vision Pro instead of Magic Leap speaks volumes about the broader market's response to Apple's headset.
The Limitations of Magic Leap
Magic Leap's first headset, released in 2018, aimed to revolutionize the industry but faced several challenges. Its relatively narrow field of view and outdated optics received criticism, including from Oculus founder Palmer Luckey, who called it a "flashy hype vehicle" with limited practical use. Following a pivot and CEO change, Magic Leap shifted its focus solely to enterprise customers with the launch of Magic Leap 2 in 2022.
The Versatility of myMako and Apple's Stability
The myMako app, developed by Mako, could have been launched on various XR headsets, including Magic Leap and Microsoft HoloLens. However, Mako chose Vision Pro due to the stability and ecosystem that Apple represents. As the second-most valuable company globally, Apple's brand cachet and interconnected ecosystem of apps and services appeal to a wide audience, from prosumers to professionals.
Vision Pro's support for over a million iOS apps and its compatibility with visionOS natives contribute to its immediate success, despite its price tag of $3,500.
Competitors React to Vision Pro
Apple's focus on consumer hardware makes it a rising tide that lifts all boats in the XR market. Competitors are already responding to Vision Pro's success. Meta CEO Mark Zuckerberg has stated that he believes Quest 3 is superior for most mixed reality applications.
Meta recently announced a partnership with LG for the rumored Quest Pro 2, which will directly compete with Vision Pro. Samsung, in collaboration with Google, is also developing its own Vision Pro competitor, featuring Android XR at its core. This response from major hardware companies shows how the Apple Effect is forcing them to reassess their strategies in the XR space.
The impact of Apple's entrance into the XR market is evident in the response from companies like Stryker's Mako. The integration of Apple Vision Pro into Mako's surgical visualization process demonstrates the influence of Apple's stability and ecosystem. As competitors scramble to remain competitive in the long term, it is clear that the Apple Effect is reshaping the XR landscape.
With Apple's rumored plans for a more affordable and accessible follow-up to Vision Pro, the XR industry can expect further disruption from the tech giant in the near future.
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theodorobrejablog · 9 months
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10.Pushing Limits VR, AR, MR technologies -  Even better than reality? analysis
In this blog post I will discuss the different paths virtual reality may take and the relation between how we perceive reality and how we perceive virtual reality. I will also present my opinion regarding the functionality of augmented reality, as well as the connection between the immersive experience and interactivity of VR (virtual reality).
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Fig.1 Sensorama
 Since 1962 when Morton Heiling created Sensorama (fig.1), the first virtual reality machine, people have been trying to create and perfect this virtual world that would help people experiment with new sensations and worlds that otherwise, reality wouldn’t allow. The founder president of Center for Complexity Studies (U.N.E.S.C.O. centre and main promoter of Complexity theory in Romania), Florin Munteanu states on his website:  “The past has become unfitting and the future hasn’t found its shape yet” (Florin Munteanu,2016).  This further underlines my opinion that at one point, reality became insufficient or unattractive for some exploring minds, leading to the creation of a new digitised reality. In the 1980s Jaron Lanier invented the term “virtual reality”, with the intention that it would make television and gaming more engaging. In 1984 he founded V.P.L, the first company to sell virtual reality technology. 
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Fig.2: VR gaming set
As technology evolved, VR gaming (fig.2) became more and more accessible and understood by researchers and the wide public. Since 2019 when Oculus Quest took shape and Meta started developing the metaverse, a lot of game studios also started exploring the virtual reality possibilities. In the article “Virtual Reality Gaming Market Size & Share Analysis - Growth Trends & Forecasts (2023 - 2028)”, it is stated that “according to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to increase to 216 million users” (Virtual reality Gaming Market - trends & companies). This shows a huge increase in the V.R. gaming industry. 
As the virtual reality extends, its functionality will be branched in multiple disciplines. I believe in the future, VR will help people like architects and engineers visualise complex projects and from perspectives that would be impossible to reach in real life. However, even with its tremendous potential to ease workflows, these days virtual and augmented reality is mostly used in entertainment “according to 3Dinsider, more than 64% of active VR users believe that gaming has the highest potential to benefit from advances in VR technology.” (Virtual reality Gaming Market - trends & companies). This duality of purpose can also be seen in the film and game industry. The film industry has documentaries and studies, as well as entertainment films. Using the same pattern, the game industry has epistemic as well as entertainment games. As a result, I believe virtual and augmented reality do not have a preferred path, both functions (the entertainment and work) will keep evolving simultaneously as a need for future development.
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Fig.3: Beat Saber
VR gaming received a lot of diversity when it comes to its game genres in the last few years. Starting with abstract games like Beat Saber (fig.3) which mainly focus on interactivity, up to story based immersive games like exploration, for example Nefertari VR: Journey to Eternity (2018) or horror games, for example Resident Evil Village (2021). These kinds of games allow the player to fully experience dangerous situations in a safe and controlled environment.
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Fig.4 realistic VR games
According to Baudillard(1983:11) there are four phases of the image. First phase contains the images as a reflection or reality (fig.4), which refers to realistic simulations (driving/flying simulations, safari trips etc.). Second phase refers to images that are masking or perverting reality. Imagery like this is used in war and combat games such as Call of Duty, which diminishes the horrors of real life war as entertainment. I believe this kind of imagery to be a very sensitive edge, as it desensitises people and can subconsciously influence children and teenagers to become more violent, if not being supervised and kept under control. Third and fourth phases refer to the imagery that goes beyond reality, a pure simulation. I believe these categories refer to the fantasy, futuristic or abstract worlds that we can’t find in our day to day lives. 
Unlike films, in which the viewer needs to be a passive element for the immersive experience, games need the player to be active in order to progress. Researchers such as Marie-Laure Ryan believe that “interaction opposes immersivity and vividness” (Ryan 2003), underlining that in order to have a fully immersive experience guided by emotion, the player needs to be a passive element. However, removing the interactive element from the experience would cancel the fundamental part of a game. In addition, I consider that interaction is part of reality. We constantly interact with different elements in order to progress in our daily lives. As a result, from my perspective, interactivity wouldn't reduce the immersive experience, but with a good balance, it would be beneficial. 
To conclude, as technology advances, virtual and augmented reality will slowly start to be more and more part of our daily life. Even though VR mostly grows in the gaming industry, I believe in the future its functionality will spread in different areas being also valued in the working areas. The potential of the new virtual world is limitless and opens the gates to new sensations, experiments and fascinating opportunities.
Bibliography:
Fig.1: Researchgate.net. Available at: https://www.researchgate.net/figure/Sensorama-the-first-virtual-immersion-system-the-technical-table-and-the-pictures-shown_fig1_321142137 (Accessed: January 2, 2024).
Fig.2: Wikipedia contributors (2023h) Virtual reality game, Wikipedia, The Free Encyclopedia. Available at: https://en.wikipedia.org/w/index.php?title=Virtual_reality_game&oldid=1183306571.
Fig.3: Dvorak, M. (2023) Beat Saber launches on PS VR2 today with new Queen Music Pack, PlayStation.Blog. Available at: https://blog.playstation.com/2023/05/24/beat-saber-launches-on-ps-vr2-today-with-new-queen-music-pack/ (Accessed: January 2, 2024).
Fig.4: NerdVid (2018) 10 virtual reality experiences that are too realistic and immersive. Youtube. Available at: https://www.youtube.com/watch?v=9TCHlT3B24w (Accessed: January 2, 2024).
Pcmag.com. Available at: https://www.pcmag.com/picks/the-best-vr-games (Accessed: January 2, 2024).
Virtual reality Gaming Market - trends & companies (no date) Mordorintelligence.com. Available at: https://www.mordorintelligence.com/industry-reports/virtual-reality-in-gaming-market (Accessed: January 2, 2024).
Lutkevich, B. (2023) virtual reality gaming (VR gaming), WhatIs. TechTarget. Available at: https://www.techtarget.com/whatis/definition/virtual-reality-gaming-VR-gaming (Accessed: January 2, 2024).
Monika (2023) Hyperrealistic virtual reality - how far away are we?, Linde. Available at: https://vr.linde.com/2023/01/23/hyperrealistic-virtual-reality-how-far-away-are-we/ (Accessed: January 2, 2024).
Petersen, G. B., Petkakis, G. and Makransky, G. (2022) “A study of how immersion and interactivity drive VR learning,” Computers & education, 179(104429), p. 104429. doi: 10.1016/j.compedu.2021.104429.
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madscientist008 · 1 year
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Bing’s Stock Watch: The Most Popular Picks from the Past 90 Days
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Hello Tumblr,
We know you love to stay on top of the latest trends, whether it’s fashion, music, memes, or anything else that sparks your interest. That’s why we’re excited to share with you a new feature from our partner Bing: Most Searched Stocks.
This feature lets you see which stocks are getting the most attention on Bing from the past 3 months. You can also follow a list of the most popular stocks and get insights, news, and data to help you make informed decisions.
Whether you’re an experienced investor or just curious about the stock market, this feature is a great way to discover new opportunities and learn from others. Here are some of the highlights from the past 3 months:
Alphabet Inc. (GOOG): The parent company of Google, YouTube, and other tech giants has been one of the most searched stocks on Bing for the past 3 months. The company reported strong earnings growth in Q3 2022, driven by increased online advertising revenue and cloud computing services. The stock price reached an all-time high of $1,230.93 on October 28, 2022.
Ford Motor Co. (F): The iconic automaker has been making headlines with its electric vehicle strategy, especially its F-150 Lightning pickup truck, which has received over 200,000 reservations since its launch in May 2022. The company also announced a partnership with South Korean battery maker SK Innovation to build two battery plants in the US. The stock price surged 38% in the past 3 months, outperforming the S&P 500 index.
Meta Platforms Inc. (META): The social media giant formerly known as Facebook changed its name to Meta Platforms Inc. on October 28, 2022, as part of its vision to create a “metaverse” - a virtual reality platform where people can interact in immersive digital environments. The company also unveiled new products and features, such as Horizon Workrooms, Ray-Ban Stories, and Oculus Quest 2. The stock price fluctuated in the past 3 months amid regulatory scrutiny and whistleblower allegations.
Toronto-Dominion Bank (TD): The Canadian banking giant has been one of the most searched stocks on Bing from Canada for the past 3 months. The bank reported solid earnings growth in Q3 2022, boosted by its US retail banking segment and its wealth management business. The bank also raised its dividend by 10% and announced a share buyback program. The stock price rose 12% in the past 3 months, outpacing the TSX Composite index.
These are just some of the most searched stocks on Bing from the past 3 months. You can explore more stocks and follow your own list by visiting this link.
We hope you find this feature useful and interesting. As always, we welcome your feedback and suggestions on how we can make Bing better for you.
Happy investing,
mad scientist writing
What do you think of this newsletter? Do you have any suggestions for improvement? Let me know in the chat box below.😊
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happystarfishmaker · 2 years
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Oculus Quest 2 Head Strap Review_ Worth The Upgrade_
ok, so let's look over here oculus quest 2 head strap.
When it comes to gaming, few things are as satisfying as blasting your opponents through a level or winning a race. For many people, gaming is an integral part of their lifestyle. And for those of us who love games, it’s important to find the best gaming gear to make the experience even better. One such piece of gaming gear is the Oculus Quest 2 head strap. We’ve been using it for some time now and wanted to share our thoughts on whether or not it’s worth the upgrade. So without further ado, read on!
What is the Oculus Quest 2 Head Strap?
The Oculus Quest 2 Head strap is an optional accessory that you can buy to improve your VR experience. It's not required, but it's definitely something worth considering if you're an avid VR player. First and foremost, the head strap is adjustable so that it fits nearly everyone. Secondly, it has a comfortable fit and doesn't create any neck or shoulder fatigue. Thirdly, it has a discrete design which means it won't take away from the look of your headset. Fourthly, the straps are made out of durable materials which ensures that they'll last for years to come. Lastly, the straps feature elasticity so that they can be tightened or loosened as needed. Overall, the Oculus Quest 2 Head Strap is an excellent addition to your VR experience. If you're looking for something that will improve your gameplay and make immersion even more realistic, then this is definitely something worth purchasing.
Pros and Cons of the Oculus Quest 2 Head Strap
Pros -The Oculus Quest 2 head strap is comfortable and adjustable, ensuring a good fit for most users. -It offers a better experience than using the original Oculus Quest head strap. -The straps are durable and should last long. Cons -Some users have complained that the straps become loose over time. This can cause discomfort and even headaches. -The head strap is not compatible with some glasses or hats, so be aware of this before purchase.
Worth The Upgrade?
If you are a dedicated gamer who spends hours each day immersed in your favorite games, the Oculus Quest is an essential piece of hardware for you. But is it worth upgrading from your current Rift? In this Oculus Quest Head Strap Review, we'll discuss whether or not the added comfort and convenience of the new strap make it worth the price increase. We’ll also take a look at some of the other features that come with the Quest, such as its impressive tracking technology and low latency gameplay. So read on to see if the upgraded experience is worth your money! The Oculus Quest was released earlier this year as an affordable alternative to the more expensive Oculus Rift. It offers a similar immersive experience to its more expensive sibling, but without many of the bells and whistles. That said, it does have one big advantage: The new head strap. The original Rift headset used elastic bands to keep it on your head, but over time these bands can start to leave marks on your forehead. The Quest Head Strap uses a cloth band that wraps around your head several times and is tightened using velcro straps. This design significantly reduces discomfort and makes long gaming sessions much more comfortable than with the old band system. Additionally, the Quest comes with updated tracking technology that allows for smoother movement within virtual reality games. This makes play much more fluid and responsive, making interactions with characters feel more realistic. Finally, there are now no noticeable delays when you move your head between
Conclusion
After spending some time with the Oculus Quest 2 headset, I can confidently say that it is worth the upgrade for anyone looking to get into virtual reality. Not only does the Oculus Quest 2 provide an even better experience than its predecessor, but it also has a more comfortable design that makes longer sessions much more enjoyable. If you are in the market for a VR headset and are on a budget, I would highly recommend giving the Oculus Quest 2 a try.
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vijaypremium · 2 years
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5 New Social Media Trends
Introduction
Current social media trends are a direct result of the epidemic and its widespread disruption, which created a specialized clientele with specific needs. As more people have gotten used to living virtually, technology has advanced in many ways, and consumers are working hard to change society at the same time.
Social media has ingrained itself into people's daily lives and habits. Some people are so dependent on it that they check their social media feeds as soon as they wake up. Businesses and marketers swarm social media sites in the hopes of connecting with their target audience. On the other hand, social media is overrun with content, and there is the fierce rivalry. Without a clear social media marketing approach, it may be difficult for you to stand out. Following the most recent social media trends will help your strategy succeed and set you apart from the competition.
Here are the top 5 social media trends for 2022 and beyond that you need to be aware of:-
1 . Using Instagram Stories for Marketing
85% of Instagram users follow at least one brand, and 50% of users discover a business's items through the story function. Nevertheless, not every brand makes use of it, which is the equivalent of placing one table in your restaurant when there is space for two. First off, tales are a terrific supplement to your regular updates and are displayed at the top of the app. You may promote your customers on Instagram Stories, share your brand's story, collaborate with influencers, make polls and quizzes, and even go live solo or  with collaborating with other creators 
In order to diversify their content and keep things interesting, brands are turning more and more to IG Stories. It is hard to ignore the valuable resource that stories provide for brand marketing.
2. Streaming services for SVoD Making a Fortune-
Online streaming and video-on-demand go hand in hand. During the pandemic, the subscription video-on-demand (SVoD) model has flourished and is demonstrating its tenacity. For many users, SVoD services feel like a need, and they now compete with the water bill for space in the monthly budget. Additionally, they frequently accommodate multiple people. In terms of subscriber count, Netflix is followed by Amazon, Disney+, HBO Max, Peacock, and Hulu. some markets are set for a decline. For the past three consecutive quarters ending in Q4 2021, new SVoD customers have preferred Amazon Prime Video over all other options. In 2022, the content will reign supreme, and you'll want your company to be active on social media.
3. The Increasing penetration of Virtual Reality-
As the pandemic emerged, VR evolved from being a niche curiosity to being widely used. Undoubtedly, early broad lockdowns contributed significantly to it, as did Meta's well-known Oculus Quest VR device. Naturally, VR headsets and gaming are at the forefront, but there are a lot of other innovative applications as well. People exercised outdoors, took virtual reality tours of exotic destinations like the Vatican, and even used Vroom to buy cars online.
 Late in 2021, Facebook changed its identity and pledged to make a large investment in the creation of the metaverse, a network of connected virtual worlds. Although it has been difficult to make the metaverse lucrative, virtual reality has a stronghold in the entertainment sector. Through 2030, the market for VR headsets is anticipated to expand at a CAGR of 28%.
In this sector, keep a look out for changes since everyone will be vying for Meta's product visibility. Social listening will provide important consumer data to guide your efforts, whether you're incorporating your brand into new games and platforms or learning the vernacular for an upcoming campaign.
4. Podcasts are dominating the globle-
Podcasts existed in the past, much like streaming services. However, as more people choose to work from home, the on-demand feature of podcasts gained appeal to a wider audience. From 274 million listeners in 2019 to 383 million in 2021, the market for podcasts increased. For a total audience of 424 million unique listeners this year, another 40 million are anticipated to be added.
Age-related growth slows down and is greatest for those between the ages of 18 and 34. As the podcast industry has grown, brands have taken note and entered the fray. Brands that haven't yet joined the podcast revolution can use their social listening capabilities to see how they may participate in the conversation. If you don't, your rivals probably will. Huge internet discussion has 60% favorable sentiment over the past three months, which is a healthy level of positivity.
5. The Use of Real-Time Marketing Intelligence on Reddit-
Brands frequently ignore Reddit, but this should not be the case. Like many other social media networks, it is not overly flashy or in your face, but its users take it very seriously. Considering that it's a goldmine for customer input, your brand should join in (VoC)
Given that Reddit counts 430 million active monthly users, there is a lot of that to be had. That was sufficient to avoid Twitter last year, and because the platform hasn't released updated figures, that may still be the case. A site is a go-to place for many people conducting their due diligence on new items or ideas since users talk extensively about companies and products on it. Additionally, since Reddit discussions and content are mostly text-based, it's simple to incorporate them into your social media listening tools to gather market research and identify gaps in your industry that you can fix.
Conclusion
The ideas mentioned above are only a few of those that will dominate social media in 2022 and beyond. By exploiting these patterns, you could maintain an advantage over your competitors.
The most anticipated innovations are short-form video content. Larger networks like Instagram and Twitter will probably continue to be important even while smaller networks like Pinterest and Snapchat may finally take off in 2022. (especially for B2B enterprises). Social commerce is also crucial for eCommerce businesses.
It's crucial to remember that social media is a dynamic and competitive environment in the end.
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debbyskblogspot · 3 years
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NetVRK is a social Virtual Reality platform that uses blockchain technology
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Introduction.
Virtual reality (VR) is a simulated experience that is similar to or completely different from the real world. Virtual reality applications include entertainment (eg video games), education (eg medical or military training) and business (eg virtual meetings). Other types of VR style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
Virtual Reality is, a sign of actuality, during which time spent transforming into reformist developments and is not common in high-level environments. Customers in the current methodology experience new researching virtual universes. All they need is a headset. Virtual Reality is quipped as virtual given the way it is currently delivered using PC computing, and in this way not true. We should also refer to that VR setting which can be verified back several years, as many admit that the early period of VR began with the principle stereoscopic tools envisioned by Charles Wheatstone in 1838.
This open-ended VR tool works with the end goal resembling that of PC games that use screens. Regardless, instead of playing the game on the screen, the game is played on two small screens inside a wearable headset. In order to enable the customer to clearly see the image on the screen, which may be as close as an inch each, two or three main focuses are presented between the screen and the screen.
eye. This center focus, instead of intensifying the optical-like image, actually makes it look farther away, for example, looking through the optics from some unacceptable side. This distant shake licenses the image from the screen to look like something we really saw, misdirecting the soul and achieving the effect of replacing the original with a virtual one.
VR problems
With so much potential, what makes VR so far from the standard?
The lack of material is of significant value
A limited proportion of materials of significant value in the VR environment. Lack of all instrument arrangements made
surrounding.
Entry Problems
Limiting prerequisites and complex conditions for ordinary customers as far as the manufacture of substances. The cost of making an application is exorbitant.
There is no Monetization option
There is no expected way of dealing with customization practices in VR, or for standard organizations to support in business.
Solution
A social VR stage with amazing instruments and creation systems to easily create, offer, know and customize VR. The VR App Store makes it possible to create apps and experience them with others.
The infinite proportions of the substance are astonishing
An infinite number of incredible and extremely thoughtful VR universes. We offer new and tiring interest in VR with a fast increase of buyers.
Users at all levels can create VR / App worlds
Without specific data, customers can create convincing VR content for business or happiness with the use of NetVRk's excellent multi-pragmatic pointers and instruments.
Monetization and Rewards for help
All VR customers will benefit. With all VR under one roof, the association really needs to support it through various transformation strategies.
NetVRk gives customers the opportunity to create, share and customize their appearance using the in-game administrator characteristics, denying the need for excellent coding or data capacity. The ability to create game assets, which would then have the option of being trampled on as an NFT, becomes as clear as using a working interface.
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Vision
To turn into the advancement of the web that comes with offering the world a way to tackle eating and create a vivid experience while customizing and sharing content that will consistently achieve the virtual metaverse.
Mission
We may create new and exciting worlds, suitable to explore, live in and surprisingly reshaped to suit all customer needs. NetVRk customers really need to use their universe for individual and master purposes while earning the costs of a natural blockchain-based framework that provides them with the tools to factor their VR environment into in a guaranteed economy.
The in-game trade-off is where the NetVRk really starts to shine. Customers can buy, sell and trade land, which is held through the NFT. This NFT can be run in-game or using pariah sites such as Opensea.io. The uses of land may be as broad as the NetVRk description itself. As well as having the option of renting, leasing or selling land, landowners can choose to customize the landscape and collect structures using in-game tools. Customers will then have the option of holding social events, association meetings, or dodgy appearances. In addition, customers can even shape natural apps or games using these identical devices, passing on extraordinary assets, waypoints and objections. The cut-off point is really not limited to what customers can achieve in this significant system.
Our NetVRk group has put in a lot of time and effort to make the best inclusion with Virtual Reality. Our basic VR stage relies on a model universe, with planets, metropolitan networks, and associations.
The NetVRk stage provides customers to mirror real real exchanges and discover and create VR content by destroying their 3D / visuals / code or using successfully accessed NetVRk VR creation instruments. Non-capable customers can definitely create VR experiences without data in 3D code or programming. The most significant benefit of NetVRk is that it doesn't require tremendous capacity or data, but offers an easy-to-use environment with a variety of features that involve direct, supportive VR content creation.
Due to the enormous inventive improvements in VR, customers can take part in high-level experiences instead of interacting with them via screens. The NetVRk universe will pass on to a completely new and coordinated world of reality to exist and be appreciated. We also propose to rate the HTC Vive and Oculus Quest 2, because we realized that they provide customers with the most beautiful and most luxurious experiences openly accessible.
Token Token Ecosystem
NETVRK can be used to purchase assets in the world of increased experience in which you are located. Assets can consolidate structures, vehicles, houses close to various others that will be found in the NETVRK market. All things considered as in a separate world, land is also important in the VR world in NETVRK. Tokens can be used to buy land on attractive properties such as close to beaches, or directly in front of a city. NETVRK tokens can be used to purchase increasingly advanced spaces, which can be used to generate some sort of simple income and be offered to various social events for voting benefits. These tokens can be used in the same way to create Non-Fungible Tokens (NFTs), another strategy to earn additional compensation.
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Staking
Another strategy for earning modest income with NETVRK tokens should be done through checks, which give stakers a fixed rate of return depending on their token designation in association.
For more information on the NETVRK project
Website: https://netvrk.co/
Whitepaper: https://whitepaper.netvrk.co/
Twitter: https://twitter.com/NetVRk1
Facebook: https://www.facebook.com / NetvrkVR
Instagram: https://www.instagram.com/netvrk
Medium: https://netvrk.medium.com/
Telegram: https://t.me/NetVRk_Official
Discord: https://discord.gg/baAhdCHUnb
Forum profil :
https://bitcointalk.org/index.php?action=profile;u=2322053
Eth addres : 0x35B23fFA65DbbEcfc49a247515FEA665297335AD
Author : Debby sk
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carinaaa-y · 3 years
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Meta’s Social VR Platform Reaches 300,000 Users
According to The Verge, Meta got 300,000 users on its social VR Platform Horizon Worlds. It reached about a ten times increase in the users in 3 months since its release in December 2021. Horizon Worlds is a social VR platform for the Quest headset and is seen as the core of Meta’s Metaverse by Mark Zuckerberg.
Meta expects a lot of its future on virtual reality and the metaverse, spending billions a year to build both the hardware and software in order to enable innovative experiences beyond traditional social media. However, it had never shared the data of its performance to the public before.
Horizon Worlds enables users to create the environments by themselves, hang out, and play games in the virtual world as avatars. Meta announced that 10,000 separate worlds have been built in this virtual world and its private Facebook group for creators has reached over 20,000 members. The CEO of Meta also stated that Meta plans to launch a new version for mobile phones and expand user’s access to the worlds from Facebook and Instagrams apps later, bringing the metaverse experiences to a wider range of users on more surfaces beyond VR.
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Although Meta did not disclose the detailed data of the sales of Quest headsets, there has been data of the approximately 2M downloads of Meta’s Oculus app during the Christmas holiday. As a mobile companion of the Quest 2 headset, the increase in its downloads can imply an increase in public interest and ownership of the VR devices, which might indicate the great potential of the metaver’s profitability to Meta. However, other media and technology companies also start to develop the metaverse, such as Niantic which has plentiful experiences in developing AR games. With the variety of forms of the existing metavers (games, social media, creator platforms, etc.), how these companies will compete in the market remains hard to predict but this does indicate the future trend of development in virtual experiences. (338 words)
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rajyog7493 · 3 years
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Signinficant Impact of COVID-19 on Lithium-Ion Batteries in Chemicals & Materials Industry
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COVID-19 Impact on Lithium-Ion Batteries in Chemicals and Materials Industry
INTRODUCTION
The working of the lithium battery started in hardware items in 1912 beneath the supervision of G.N. Lewis more advancement was wiped out 1970’s  and the primary non-rechargeable lithium batteries was made and got to be commercially accessible in numerous districts. Lithium products are the lightest of all metals and have the greatest properties of electrochemical potential which provides the largest energy density for weight and increases its application. Lithium-ion batteries are the products which are manufactured with the use of the lithium ions as primary component of the raw material.
From 2010 onwards, the annual consumption capacity of lithium-ion batteries in various applications has increased with 500% which resulted in the higher demand of the lithium-ion batteries in various regions as lithium-ion batteries products are now powering different products from lawn mowers to ferries. Although lithium-ion batteries products are nontoxic in nature similarly as lead-acid or nickel cadmium batteries which are used in various applications, lithium-ion batteries contain components which should be avert from being exposed in high temperature environment due to which the demand for the lithium-ion batteries is increasing in the end use applications.
The most significant increase of the lithium-ion batteries is found in the automotive industry for the advance use of the battery technology in the automotive has propelled the rapid adoption of electric cars and buses in several regions. In 2018, there is a cumulative increase in the number of electric cars in the world which resulting in increase in the demand of the cars to 4 million and even many estimates point at a global market share increases by 20% for the electric car in 2025 which result in the increases in the demand of the lithium-ion batteries. The demands of lithium-ion battery in electric vehicles is more and also have demand in other applications such as data centers and to power fork lifts, telecom base stations and, electric scooters and bikes.
Lithium batteries are widely used in our daily life products such as in tablets, mobile phones and cameras as lithium-ion batteries are more used in the portable devices which can easily carried from one place to another as with the increasing of demand of the electronic consumer goods the demand for the lithium-ion batteries will also increase in the global lithium-ion batteries market. In the lithium-ion batteries system, carbon materials and components are replacing the metal lithium components which store and release lithium ions in the electrochemical process in batteries which increasing the efficiency of the lithium-ion batteries.
In addition, lithium batteries are self-discharge batteries which consume less than half power as compared to others large nickel-cadmium batteries which make lithium-ion batteries well suited for modern fuel gauge applications in residential and electronic products and also lithium-ion cells are very efficient and resulting in little harm as compared to others at the time of disposed of.
HIGHLY USE OF LITHIUM-ION BATTERIES IN FOLLOWING INDUSTRIES
IMPACT ON ELECTRONIC INDUSTRY
During the COVID-19, the demand of the electrical and electronic goods has fallen down which has resulted into lower demand of lithium-ion batteries which are used as the raw material to produce finish goods. The import and export of the electrical and electronic goods for different countries have fallen down as due to lock down for several months which resulted in lower production of the electrical goods in the industry which resulted in lower demand of lithium-ion batteries which effect global lithium-ion batteries market.
As China is the largest producer and exporter of the electronic goods such as mobile, laptops, consumer electronic goods and storage batteries which are highly used in the residential and commercial for the storage of power and also used in the electricity storage in grids but due to the increase in the spread of the Coronavirus in the country, the export of the lithium-ion batteries have been put on paused by the other country countries through China which have impacted the lithium-ion batteries manufactures on the larger extend.
Lithium-ion batteries are highly used in the mobile, laptops and invertors which can be used after charge of the lithium-ion batteries. With the lower demand of the electronic goods the demand for the lithium-ion batteries have also fallen which resulted into the fall down of the price of the lithium-ion batteries in global lithium-ion batteries market which will affect the market growth in future. Due to the COVID-19 several companies in the electronic goods have also halt the launches and production of the new models by seeing the low demand in the electronic market.
For instance,
·         Apple Inc. has already declared delays in iPhone productions during COVID-19 situation.
·         Foxconn Technology Co., Ltd Company has not yet confirmed the reopen factories and production of goods, Foxconn Technology Co., Ltd has stopped almost all of their production in China.
·         The companies such as SHARP CORPORATION, Nintendo. Nintendo and SONY have also announced delays in their productions.
·         Nintendo said the disruption in the production of electronic goods.
·         SHARP CORPORATION could move production out of China due to the COVID-19 situation.
·         Electrolux, an electronics appliances manufacturer has come in contingency mode.
·         Facebook also resulted in a delay in the production of Oculus Quest Virtual Reality Headset.
·         AT&S, a major manufacturer of substrates semiconductors and high-end printed circuit boards, delayed the production in China which is affected by the spread of the virus.
·         Xiaomi company have postpones the launch of the Mi 10 which was scheduled on March 31, 2020.
·         Realme company have also postpone the launch Realme Narzo 10 & 10A in India.
·         Motorola has postponed the launch of its flagship flip phone which was planned on April 2, 2020.
·         Vivo brand have also postpone the launch of V19 a new smart phone which was planned on March 26, 2020.
IMPACT OF COVID-19 ON LITHIUM-ION BATTERIES
·         COVID-19 has affected the global economy and resulting into significant decline in the demand products and raw material which are produce by various major industries in the regions. Several industries such as energy storage, electronic and automobile industry is facing challenges in project development, shipment delays, manufacturing and research and development of the new products for the market growth as the demand of the products have also fallen down due to the lock down in the regions.
·         In Asia-Pacific region, China country is the major manufacturer of lithium-ion (Li-ion) battery, CATL and BYD products but due the pandemic situation occurred due to the Coronavirus resulted into the announcement of production delays of the products which are used by several end users. Original equipment manufacturers (OEMs) are facing problems of the source battery and raw materials as most of the raw material are from China, are the most vulnerable to the disruptions in the market.
·         OEMs in several regions have managed to procure lithium-ion battery materials from alternate sources in Korea, Japan and Taiwan at high prices which resulted in the lower down of the revenue and financial structure, with the alternate sources of production manufacturers are only capable of meeting the short-term demand which are arising from different end users in developing nations.
·         China is the major producer of the lithium-ion battery but due to the pandemic situation in the country production is on halt which leads to suspended operations and production of lithium-ion battery. With the lower production of the lithium-ion battery manufactures were not able to full fil the demand of the due to low production although the production have fallen down by the end users.
·         COVID-19 has impacting all business verticals from retailing to project commissioning which affect the demand of the lithium-ion battery. COVID-19 has done outbreak in demand has resulted in the downfall in markets such as the U.S. and Europe. The lithium-ion battery manufacturing industry in China has witness a downfall in the demand of 25GWh to 30GWh in capacity in 2020 due to COVID-19-induced market challenges and manufactures have to face the challenge for the shortage of the raw material for the manufacturing.
·         Due to the ongoing pandemic logistics, transportation, raw materials supply and labor resulting in more challenges for the manufactures which is leading to increased operating costs for manufacturers resulting in price of the lithium-ion battery products. For manufactures, rise in costs of lithium-ion battery items will moreover affect the budgetary returns of under-construction ventures, auto motive industry and also show decline in the demand of lithium-ion battery demand.  
·         Manufactures are facing difficulties for engaging more business development activities in the business due to quarantine measures and forced by the government of different regions which resulted in the changes in daily operations of the manufactures. COVID-19 have more impact on the small manufactures as due to the interruption in the supply chain which resulting in the lower the import and export from different regions and downfall in business revenue.
·         COVID-19 have increases the restrictions in the regions which is impacting the flow of labor and materials for assembly and testing and commissioning of battery systems which is increasing the cost of the batteries and lowering the demand by automation and electronic manufactures.
·         COVID-19 have resulted in the economy slowdown and drop in the demand for lithium-ion battery as the demand by particularly segment such as residential and commercial sectors have fallen down. Countries integral for the production of lithium and other metals which needed for large battery manufacturer for different end user but due to the restriction implemented by several governments to control virus transmission have resulted in lower the production of lithium-ion battery.
IMPACT ON AUTOMOTIVE INDUSTRY
Lithium-ion batteries of heavy power capacity are more used in electric vehicles and industrial uses. Lithium-ion batteries lower the fuel consumption and lower the cost of the machinery due to which demand of the Lithium-ion batteries is increasing in the automotive industry. Several manufactures are launching the new cars, heavy duty vehicles which can run on the Lithium-ion batteries for longer duration.
The manufacturing of the electronic vehicle in all the region have fallen down which resulted in the lower manufacturing of machinery and electronic cars in all regions. As 18% of auto components imported from China and 30% of tiers are also imports from China to other countries. As Coronavirus have greatly impacted China which leads to lower production of the electronic cars and import by the other countries have also been stop due to risk of spread of Coronavirus in their country which leads in the delay in the launches of the new models of electronic vehicle.
European automotive sector have faced unexpected crises as BMW and Volkswagen concentrated on their new products instead and Euro Temporary closures of plants and industries is accounted by European Automobile Manufacturers’ Association (ACEA) due to collapsing demand of automobile in the region, supply shortages due to supply chain disruptions with other regions. Society of Indian Automobile Manufacturers (SIAM) also declares that the auto industry will result in estimated loss of USD 23,000 Million loss per day due to lockdown.
The COVID-19 have bring the outbreak in the demand of the lithium-ion batteries and is leading negative results for electric vehicle deals and battery fabricating capacity for all manufacturers which lowers the development of worldwide lithium-ion batteries market. . In developing nations several auto companies including startup and other large manufactures which are investing huge amount of money towards the electric cars and other machines development are finding difficulties to in investments due to the lower demand of the automobiles in the nations. Manufactures also result in delayed launch of new products and auto expo.
For instance,
·         The delay in the launch of BMW X1 facelift electronic car which was planned in March in India.
·         ETAuto got delayed or postponed due to the Coronavirus crisis and the lockdown uncertainties. Mercedes-Benz EQC 400 electric SUV delayed its launch due to the spread of Coronavirus.
·         General Motors is delaying the upcoming reveal of the new all-electric Hummer truck because of the COVID-19 pandemic.
·         The delay in the launch of Volkswagen T-Roc electronic car which was planned in March in India.
FIGURE 1.    PRICE OF LITHIUM CARBONATE FROM JANUARY TO JUNE 2020 (USD/TON)
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From the above diagram we can infer that the downfall in the lithium carbonate price which effect the production of the Lithium-ion batteries price. In year January 2020, the price of the lithium carbonate is 7,149.43 (USD/Ton) which has fallen to 7,010.70 (USD/Ton) in the month of February. The price of the lithium carbonate is constantly decreasing in the due to the lower demand of the lithium-ion batteries as in March price was 6,846.43 (USD/Tons), April price was 6,514.50 (USD/Tons), May price was 6,224.84 (USD/Tons) and in month of June price was 5,999.40 (USD/Tons). The falling down of the lithium carbonate price has affected the growth of the global Lithium-ion batteries market.
CONCLUSION
On concluding with the spread of COVID-19 pandemic around the globe have hit the entire sector of production and almost on all the industries which resulted in the lower demand of the goods. The demand of the finished product have fall in the countries which resulting into the lower import and export of the goods with other regions which have negative impact on the lithium-ion batteries manufactures.
The demand of the electronic goods have fallen down and several companies have also delayed the production of the new model due to less demand in the market which resulted in less demand of the Lithium-ion batteries. Auto sector is highly hit by the pandemic situation as demand of the electronic vehicles have fallen down in all the regions and manufactures are also not able to put money in the production due to less demand in the market which resulted in the less demand of the lithium-ion batteries for the electronic vehicles.
Eventually, with the increase crude oil prices in the future will increase the demand of the electronic vehicles in the global market which will have the positive impact on the demand of the electronic vehicles which will increase the demand for the lithium-ion batteries for the electronic vehicles. The falling down in the lithium carbonate price during the pandemic situation has also impacted the revenue of the lithium-ion batteries manufactures in the global lithium-ion batteries market.
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Quantaar Interview – How A Taiwanese Melee Game Is Bringing Third Person PvP Combat to VR
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Pumpkin VR has made the rounds since 2017, but you’d be forgiven for not having come across them until now. Based within Taiwan, this studio developed a few arcade-exclusive titles, ones that were only been distributed within VR Centres across Asia such as Taboo, Forbidden Z and Iron Gate. With the ongoing COVID-19 pandemic making these locations less accessible than ever, that approach is about to change. Forbidden Z arrived on Steam for free last month, and in the meantime, Pumpkin is preparing their newest game, Quantaar. Described as a “fast-paced VR Melee”, Quantaar first appeared back in 2019 for an Esports tournament in Taipei Syntrend. Offering 90 second matches that bases wins on kills and damage dealt, they advised the game is “fitted for hardcore and casual players”, offering a clear competitive focus with additional single-player options. Unusually for VR, that action takes place within third-person gameplay, making it somewhat unique. With a Kickstarter campaign now running, we reached out to Pumpkin VR to learn more about it. Speaking to the studio founder Peter Liao – with thanks to Huei-Ting Chan for arranging this – he kindly shared some new details (this interview has been edited for clarity). UploadVR: First off, thank you for joining me today! Could you please introduce yourself? Peter: Hi I’m Peter Liao, founder of Pumpkin Studio and Pumpkin VR. We are a Taiwan-based indie team focusing on VR content production since 2016 (3 VR arcade titles have been released under the name of Pumpkin Studio.) Pumpkin VR is the new facade we started in 2020 dedicating to our upcoming online multiplayer VR title – Quantaar, which we’ve been developing for over 2 years and it’s still ongoing! UploadVR: Pumpkin Studio has previously released VR arcade titles such as Forbidden Z, Iron Gate and Taboo, without any home releases. Is there a particular reason your studio focused on the arcade market? Peter: Our VR game journey started by developing a VR shooter for a local arcade center back in early 2017, when the arcade market was way more active than the VR home user. We then kept developing and licensing original VR arcade titles for global arcade centers. In other words, we’ve been waiting for a good time to enter the home user market. UploadVR: Given that many of us are homebound due to Covid-19, arcades are mostly off-limits, depending on what part of the world you are in. Has the pandemic affected Quantaar’s development at all? Peter: Yes and no. The initial timeline of the game was releasing its arcade version first as a warmup for its online. However, the pandemic has forced us to drop off this plan due to the shutdown of most brick and mortars across the world. We started immediately replanning the development schedule of Quantaar last March. Which means, new planning, game design, art style, server building…etc. We literally are developing a new game preserving the core gameplay and the title. Luckily, we are based in Taiwan, our developers can stay focused on game development itself. UploadVR: With this in mind, can we expect to see Quantaar launch on Steam VR, other PC platforms or Oculus Quest? Peter: As Quantaar is a VR melee, maximizing player pool is one of the key elements to make each experience thrilling. Steam VR and Oculus Quest are for sure the destinies where to launch the game. However, we might need to prioritize the launch time on each platform instead of releasing on the two platforms at the same time based on the workload and financial. We have tried adapting Quantaar into the PC version for testing, but the result is not satisfactory. Due to the limit of vision on PC, we have to abandon some VR features and the game looks a bit flat compared to its VR version. VR is still our first priority at present. But we do expect the day we can do PC-VR cross platform play. UploadVR: Moving towards Quantaar itself: it first launched as an arcade title back in 2019. Could you tell us a bit about the basic gameplay premise, and whether it’s changed much since that initial release? Peter: The core gameplay is very simple: kick opponents out of the arena and cause as much damage as possible! The initial version of Quantaar was designed to provide a fierce VR gaming experience to the general public (those who have no VR equipment at home.) So, once players put in a coin, they will be led to a spaceship, starting choosing heroes and maps then get ready for a 5-minute-long fast-paced battle in third-person view in VR. We keep the core gameplay and expand the world of Quantaar in the online version adding more functions in either combat systems or the worldview. UploadVR: Considering VR’s immersive nature lends itself towards first-person gameplay, it’s unusual to see a third-person combat game arrive for it. Why did the team choose this approach to gameplay? Peter: First-person gameplay is without doubt a great way to deliver immersive experiences but sometimes it comes with physical discomfort as well. Our previous experience in LBE VR drove us to think in unconventional ways creating something innovative, fun and reducing the happening of motion sickness as much as possible. That’s where we began to develop third-person gameplay and secure VR features in the meantime. UploadVR: How does Quantaar utilize VR in-game, were there certain benefits to this as opposed to traditional console/PC experiences? Peter: Quantaar is now developing into a complex virtual world instead of a combat-only game from its original. During the match, players control their heroes from above but apply props (appearing on the stage randomly) and release certain skills (according to the heroes) in first-person view. To enhance VR in game, we add a great amount of VFX creating stunning in-battle environments that can be experienced in VR only. For example, there’s an octopus item that will stick on players’ vision when attacked. The ultimate skill of Quasar (a hero from nova star) is a strong light beam that can swipe all opponents out of the stage by tilting the head right and left. Aside from the matches, Quantaar also marries other elements to build its metaverse from player avatars, side games to character levels. More details will be revealing soon! UploadVR: It seems clear that Quantaar holds competitive elements and you recently released an Esports trailer, showing some footage from Syntrend Taipei. Will Esports be a major focus for the game? Peter: Esports is a potential outcome for the game as the core gameplay is PvP fast-paced time-limited fighting like the other classics (Street Fighters, King of Fighters…). What makes the game hard to master is the complexity of the combat system (combining heroes class and rune system). It requires not only intense practices but also a deep understanding of each characters’ class and skills when it comes to team play (2V2). During the Esports event at Syntrend Taipei, we’ve witnessed many novel tactical strategies from each esports team including heroes combination and prop-use strategy. The game has its balance design and the flexibility for players to develop their play style. I think that’s the key reason why it has the potential for Esports. UploadVR: The Kickstarter campaign is now live, but why wait until now to launch it, as opposed to 2019? Peter: Developing an online VR multiplayer at the scale of Quantaar is difficult. I have to admit that we never thought about one day we would extend the game at today’s level as it was an arcade title while we started designing it (back to 2018). We’ve spent a whole year redesigning and testing features step by step as a team of 18. Also, with the fast growth of VR in terms of player number and hardware sales since 2020, we think this year is the time to share the game and its current stage publicly. UploadVR: Lastly, is there any message you’d like to share at all? Peter: We want to create something classic in VR like how League of Legends kicked off 10 years ago. To reach the goal, we’ve been endeavoring to craft a game with longevity and scalability that we’d love to stick around and grow with as a gamer. Quantaar is the game we want to bring to VR and non-VR players. Read the full article
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