Acer’s boss Jason Chen says his company will not make its own VR devices and will focus on getting its gaming products to work with the existing VR platforms.
Eyebrows were raised when Acer released its new Predator series products which support virtual reality devices. The thought was that Acer might have a device of its own in the works. However Acer CEO Jason Chen said there were no plans and the goal was to get everythink working with the four current major VR platforms Oculus, HTC’s Vive, OSVR and StarVR.
He said that VR was still at a rather early stage and so far still has not yet had any killer apps or software. Although that never stopped the development of tablet which to this day has not got itself a killer app. But Chen said that its demand for high-performance hardware will be a good opportunity for Acer.
Acer is planning to add support for VR devices into all of its future Predator series products and some of its high-end PC products.
Chen told Digitimes that said Acer was investing in two robot projects, the home-care Jibo and the robot arm Kubi in the US, and the company internally has also been developing robot technologies and should achieve some results within two years. Acer’s robot products will target mainly the enterprise market.
Virtual reality is, without a doubt, the most exciting thing that’s going to happen to videogames in 2016 – but it’s becoming increasingly clear, in the cold light of day, that it’s only going to be providing thrills to a relatively limited number of consumers. Market research firm Superdata has downgraded its forecast for the size of the VR market this year once more, taking it from a dizzying $5.1 billion projection at the start of the year to a more reasonable sounding $2.9 billion; though I’d argue that even this figure is optimistic, assuming as it does supply-constrained purchases of 7.2 million VR headsets by American consumers alone in 2016.
Yes, supply-constrained; Superdata reckons that some 13 million Americans will want a VR headset this year, but only 7.2 million will ship, of which half will be Samsung’s Gear VR – which is an interesting gadget in some regards, but I can’t help but feel that its toy-like nature and the low-powered hardware which drives it isn’t quite what most proponents of VR have in mind for their revolution. Perhaps the limited selection of content consumers can access on Gear VR will whet their appetite for the real thing; pessimistically, though, there’s also every chance that it will queer the pitch entirely, with 3.5 million low-powered VR gadgets being a pretty likely source of negative word of mouth regarding nausea or headaches, for example.
This is a problem VR needs to tackle; for a great many consumers, without proactive moves from the industry, word of mouth is all they’re going to get regarding VR. It’s a transformative technology, when the experience is good – as it generally is on PSVR, Rift and Vive – but it’s not one you can explain easily in a video, or on a billboard, because the whole point is that it’s a new way of seeing 3D worlds that isn’t possible on existing screens. Worse, when you see someone else using a VR headset in a video or in real life, it just looks weird and a bit silly. The technology only starts to shine for most consumers when they either experience it, or speak to a friend evangelising it on the basis of their own experience; either way, it all comes down to experience.
That’s why it was interesting to hear GameStop talk up its role as a place where consumers can come and try out PlayStation VR headsets this year. That’s precisely what the technology needs; where at the moment, there are a handful of places you can go to try out VR, but it’s utterly insufficient. VR’s objective for 2016 isn’t just to get into the hands of a few million consumers – it’s to become desired, deeply desired, by tens of millions more. The only way that will happen is to create that army of evangelists by creating a large number of easily accessible opportunities to experience VR – and GameStop is right to position itself as the industry’s best chance of doing so in the USA. Pop-up VR booths in trendy spots might excite bloggers, but what this new sector needs in the latter half of 2016 is much more down to earth – it needs as many of America’s malls as possible to be places where shoppers can drop in and try out VR for themselves.
In a sense, what’s happening here is deeply ironic; after years of digital distribution and online shopping making retail all but irrelevant, to the point where it’s practically disappeared in some countries, the industry suddenly needs retail stores again – not to sell games, because those are, in truth, better sold online, but to sell hardware, to sell an experience. How exactly you structure a long-term business model around that – the games retailer as showroom – is something I’m honestly not sure about, but it’s something GameStop and its industry partners need to figure out, because what VR makes clear is that games do sometimes need a way to reach consumers physically, in the real world, and right now only games retail chains are positioned to do that.
This isn’t a one-time thing, either – we know that, because this has happened before, in the not-so-distant past. Nintendo’s Wii enjoyed an extraordinary sales trajectory from its first Christmas post-launch into its first full year on the market, not least because the company did a good job of putting demo units (mostly running Wii Sports, of course) into not only every games store in the world, but also into countless other popular shopping areas. It was nigh-on impossible, in the early months of the Wii, to go out shopping without encountering the brand, seeing people playing the games and having the opportunity to do so yourself – an enormously important thing for a device which, like VR, really needed to be experienced in person for its worth to become apparent. VR, if anything, magnifies that problem; at least with Wii Sports, observers could see people having fun with it. Observing someone using VR, as mentioned above, just looks daft and a bit uncomfortable.
GameStop has weathered the storm rather better than some of its peers in other countries. The United Kingdom has seen its games retail devastated; it’s all but impossible to actually walk into a specialist store and buy a game in many UK city centres, including London. Would a modern-day version of the Wii be able to thrive in an environment lacking these ready-made showrooms for its capabilities on every high street and in every shopping mall? Perhaps, but it would take enormous effort and investment; something that VR firms, especially Sony, are going to have to take very seriously as they plan how to get the broader public interested in their device, and how to break out beyond the early adopter market.
Much of the VR industry’s performance in 2016 is going to be measured in raw sales figures, which is a bit of a shame; Vive and Rift are enormously supply constrained and having fulfillment difficulties, and the numbers we’ve seen floating around for Sony’s intentions suggest that PSVR will also be supply constrained through Christmas. The VR industry – ignoring the slightly worrying, premature offshoot that is mobile VR – is going to sell every headset it can manufacture in 2016. If it doesn’t, then there’s a very serious problem, but every indication says that this year’s key limiter will be supply, not demand.
The real measurement of how VR has performed in 2016, then, should be something else – the purchasing intent and interest level of the rest of the population. If by the time the world is mumbling through the second line of Auld Lang Syne and welcoming in 2017, consumer awareness of VR is low and purchasing intent isn’t skyrocketing – or worse, if the media’s dominant narratives about the technology are all about vomiting and migraines – then the industry will have done itself a grievous disservice. This is the year of VR, but not for the vast majority of consumers – which means that the real task of VR firms in 2016 is to convince the world that a VR headset is something it simply must own in 2017.
Troubled camera brand GoPro is going for broke and getting into the emerging VR market.
The outfit has GoPro has announced a new channel dedicated to 360-degree or VR content, which it calls GoPro VR. It has also unveiled a new version of its HeroCast wireless streaming tool, LiveVR, that’s dedicated to VR content. It seems to think that this effort will bail it out of its financial woes.
Meanwhile it has been talking up its VR camera rig. This is a six-camera Omni VR which will cost $5,000 for a complete bundle which can create extreme 360-degree content. It is even offering a $1,500 discount for those who already have a stack of GoPro cameras.
Pre-orders for the Omni VR camera will be opening up today, which is when the GoPro VR platform will also be launching. Today will also see the launch of GoPro VR apps for iOS and Android. Much of GloPro’s VR work is based around Kolor Eyes which was a 360-degree software specialist GoPro acquired around this time last year.
We expect to see the rest of the VR product line-up at the NAB show that starts in Las Vegas later today.
Software giant Microsoft has moved to deny a daft internet rumor that it was responsible for the ongoing Oculus Rift supply issues.
Oculus Rift customers were kept in the dark about the delays following the 28 March release date. Oculus confirmed that a component shortage was to blame for the long delays in supplying its VR headset to those who had pre-ordered. Then a rumour started that the mysterious “missing component” was actually the Xbox One control pad.
The rumour got a fair bit of traffic among the IT press which did not check the facts and liked making Microsoft the villian for all its woes. A moment engaging brain would have knocked the rumor stone dead. The source of the rumor came from a Reddit post from a bloke who claimed to have an inside source who told him. In journalism this is called a “man you met down the pub” source. You get around it by naming the source or using the information to stand the story up.
Someone finally did the right thing and asked Redmond, they were promptly told that the rumor was totally false and if anyone had any question about Rift delays they should ask Oculus VR.
This morning Reddit marked the post as a “confirmed fake.” An Oculus customer support worker, whose identity was verified, also dismissed the claim.
“Totally fake, but super-entertaining,” he said. “Thanks for this! Keep the fanatic coming!”
Clearly who ever fabricated the leak did not know what a supply issue really is. It is when there is not enough bits ordered to make up the final machine. Sometimes it is caused by a batch of faulty components, but normally it is because someone did not order enough.
Oculus has assured customers that it is working to overcome its supply issues. “We’ve taken steps to address the component shortage, and we’ll continue shipping in higher volumes each week,” reads its statement.
“We’ve also increased our manufacturing capacity to allow us to deliver in higher quantities, faster. Many Rifts will ship less than four weeks from original estimates, and we hope to beat the new estimates we’ve provided.”
The dark satanic rumor mill has manufactured a hell on earth yarn which claims that the outfit which nearly killed off VR gaming with its “Virtual Boy” wants to get back into the industry.
More than 20 years ago Nintendo came up with its $179.95 Virtual Boy it was marketed as the first “portable” video game console capable of displaying “true 3D graphics.” It failed because it was too pricey, was not really portable and made users sick. It was pulled within a year and was cited as proof as to why VR was not ready yet.
Not surprisingly Nintendo didn’t want to go back to that AI place. Nintendo of America boss Reggie Fils-Aime even claimed it “just isn’t fun” enough. Now that appears to have changed and Nintendo saying it was “looking at VR” but wouldn’t be in a position to give more details any time soon.
Carnegie Mellon University professor and game designer Jesse Schell outlined his 40 predictions for VR and and Augmented Reality on the list was Schell’s belief that the Japanese company is already working on a headset, and that it could be the one which takes the industry in a new direction.
Schell feels that by 2022, most of the cash spent on VR will be related to portable, self-contained systems that are not dependant on other mobile tech (like Samsung’s Gear VR, which needs a Samsung smartphone to function) or require a PC or console, and are free from cables and wires which restriction movement and immersion.
Digitimes Research claims that BOE , Kunshan Visionox, Guangzhou New Vision Opto-Electronic are developing such panels and Kunshan Visionox should be ready with volume production in first-quarter 2017.
BOE, Kunshan Visionox and Guangzhou New Vision will focus on 9.5, 4.6- and 5.0-inch flexible AMOLED panels for the smartphone market. The three use PI (polyimide) substrates for flexible AMOLED panels. For TFT backplanes Kunshan Visionox uses LTPS while the other two adopt Oxide TFT.
It does not appear a simple move as the makers have experienced developing such panels economically. China-based Tianma Micro-electronics, China Star Optoelectronics Technology and Truly Opto-electronics have been developing non-flexible AMOLED panels so it looks like competition will be tighter for LG and Samsung next year.
Sony’s entry into the virtual reality market may be just a few short months away, thanks to an interview segment with GameStop CEO Paul Raines with Fox Business on Monday.
According to the interview segment, Raines told the network that GameStop is being centrally positioned for the launch of several major virtual reality (VR) projects, which he claims will be a “lucrative business.”
“We are right now preparing for the launches of the major VR products,” Raines told Fox Business. “So we’re now in discussions with Oculus, with HTC Vive, and with Sony. The market size is really hard to measure right now, but there are a lot of different measurements — all of them start with a [billion]. In fact, I saw a Goldman Sachs report the other day that said that the virtual reality segment will be worth about $80 billion by 2025. So it’s a big launch. We’re getting ready for it. We will launch the Sony product this fall, and we are in discussions with the other two players.”
Although the GameStop CEO did not refer to the headset by name, there is not much doubt that he was referring to Sony’s PlayStation VR, previously known by the codename “Project Morpheus.”
The first time the public learned about Sony’s Project Morpheus was during the 2015 Game Developers Conference (GDC) in San Francisco last spring, where a prototype was revealed using a 5.7-inch 1920x1080p OLED display (960x1080p per eye) with an RGB sub-pixel matrix running at 120 frames per second. The headset uses custom curved lenses to magnify and stretch the display across a wearer’s field of vision.
The stereoscopic 3D headset features a 100-degree field of view (FOV), six degrees of freedom (up, down, back, forward, right, left, yaw), and unwrapped (flat) output to a TV for use with a separate display or for viewing by others. Sony claims this is to prevent the unit from becoming a solitary experience, as it sees VR as a multi-user technology. The unit is controlled with a standard DualShock 4 game controller for most games, a PlayStation Camera to track physical movements, and can also be used with PlayStation Move wand controllers to simulate hand interactions in virtual game environments.
There are currently 82 games listed for the PlayStation VR, only sixteen of which have been announced so far with a 2016 release date. Some notable titles include Ace Combat 7 (Namco Bandai), Battlezone (Rebellion Developments), Eagle Flight (Ubisoft), Earthlight (Opaque Media), EVE: Valkyrie (CCP Games), Job Simulator (Owlchemy Labs), The London Heist (Sony Computer Entertainment), Robinson: The Journey (Crytek), Tekken 7 (Namco Bandai) and Vector 36 (Red River Studio), among others.
Google is researching into a more virtual realtiy technology which will probably just end up in the beta stage before the search engine gives up on the whole project.
Google is apparently developing a new virtual-reality headset for smartphones, and adding extra support for the technology to Android in a cunning plan to give Oculus a run for its money. We are not holding our breath, we keep getting announcements like this from Google and they always turn to be vapourware like Google Glass..
Anyway this one is to be a successor to Cardboard, the cheap-and-cheerful mobile VR viewer that Google launched in 2014 and you can sort of buy and sold more than than 5 million units.
This one will feature better sensors, lenses and a more solid plastic casing, according to people familiar with its plans. The smartphone-based device will be similar to the Gear VR, a collaboration between Samsung and Oculus that went on sale to consumers late last year.
Google is expected to release its rival headset, alongside new Android VR technology, this year. Like Cardboard and Gear VR, the new headset will use an existing smartphone, slotted into the device, for its display and most of its processing power. But it will still be VR for dummies. Google Cardboard relies solely on sensors already built into modern smartphones to detect the position of a user’s head while real VR kits are a bit better and suffer less from latency issues.
The updated Google headset will be compatible with a much broader range of Android devices than Gear VR, which only works with a handful of recent Samsung Galaxy smartphone models, as the Alphabet unit tries to bring the technology to a wider audience.
The thought is that by improving resolution and latency, the combination of better Android software and the new headset will allow viewers to spend longer in VR and enable developers to create more sophisticated apps.
According to Technology Review University of North Carolina in Charlotte say the new transistor controls the electrons to flow through it so that when the lights are on it and turns itself off when it gets dark.
This means that devices can be made smaller than field effect transistors because they don’t require doping in the same way and can be squeezed into smaller spaces. Meanwhile the speeds are faster.
Apparently the idea is not rocket science and is based on the idea that materials have been known to be photoconductive.
What the team has done is create a device which uses a ribbon of cadmium and selenium a couple of atoms thick. This can conduct more than a million times more current when on than off. This is about the same as regular transistors.
Of course it is years away from being a product yet. They still have not worked out how to send light to each transistor and if that will cost more power.
Virtual reality (VR) will not be supported on most consumer computers as the technology booms and manufacturers prepare to introduce it on a consumer level this year, Nvidia has warned.
Jason Paul, the firm’s general manager of Shield, gaming and VR, told Venturebeat that graphics processors need to be about seven times more powerful than in a standard PC game to run VR, and that there will be only about 13 million PCs in the market that will be powerful enough to run them by next year when the first major PC-based VR headsets ship, at least on PCs.
However, Nvidia said that this number could be extended to 25 million if the VR game makers use Nvidia’s GameWorks VR software (of course), which is said to make the VR processing more efficient.
GameWorks VR is aimed at games and applications developers, and includes a feature called VR SLI, which provides increased performance for VR applications where multiple GPUs can be assigned to a specific eye to dramatically accelerate stereo rendering.
The software also delivers specific features for VR headset developers, including Context Priority, which provides control over GPU scheduling to support advanced VR features such as asynchronous time warp. This cuts latency and quickly adjusts images as gamers move their heads, without the need to re-render a new frame.
There’s also a feature in the SDK called Direct Mode, which treats VR headsets as head-mounted displays accessible only to VR applications, rather than a typical Windows monitor, providing better plug-and-play support and compatibility for VR headsets.
Nvidia said that GameWorks VR is already being integrated into leading game engines, such as those from Epic Games, which has announced support for GameWorks VR features in an upcoming version of the popular Unreal Engine 4.3. However, considering Paul’s comments, it mustn’t be getting implemented as much as the firm would like.
VR is becoming increasingly prevalent as device manufacturers try to offer enhanced experiences, especially in gaming. Oculus has been showing off what it can do for some time, and it seems its official debut is not too far away. But it was Oculus that seemed to kick-start this upward trend and, since it hit the headlines, we’ve seen a number of big technology companies giving it a go, especially smartphone makers.
The HTC Vive is one, for example. But, like Oculus, the headset is still in the initial rollout phase and not yet on sale commercially, requiring any developers wanting to have a pop at writing code for it to enter a selection process for distribution, which began only this summer.
Sony, another smartphone maker, has also dipped its toe in the world of VR via Project Morpheus, a headset like HTC’s Vive that looks to enhance gaming experiences, but specifically as an accessory for the PlayStation 4, which we assume won’t come with the concerns Nvidia has as it should work with the console right out of the box.
Epic Games said it is investigating issue with Unreal Engine 4 and AMD CPUs.
The problem appears in Squad which is the first big, publicly available game using Epic Games’ Unreal Engine 4. The game was just stuck up on Steam so complaints about the AMD have been somewhat vocal.
The engine appears to create a poor performance on AMD CPUs due to an audio component of the engine. The issue has been reported before but no one took it that seriously. In fact some of theissues here seem to be a communication problem between Squad and Epic.
Squad developer Offworld Industries told Tweaktown that there was little it could do about this besides wait for Epic to fix it and release the fix in an engine patch.
However Epic’s senior marketing manager Dana Cowley said she didn’t even know about the problem until she was contacted by the media.
She said he was getting on the blower with the Squad team to investigate, and see how it could help.
There is a work around being suggested on the blogs which might help. If you navigate to C:UsersAppDataLocalSquadSavedConfigWindowsNoEditor, back up the Engine.ini file then open it with Notepad, find the [Audio] section, change MaxChannels from 128 to 96, 64, or 32, and save.
Benchmarks for Valve’s Steam machines are out and it does not look like the Linux powered OS is stacking up well against Windows.
According to Ars Technica the SteamOS gaming comes with a significant performance hit on a number of benchmarks.
The OS was put through Geekbench 3 which has a Linux version. The magazine used some mid-to-late-2014 releases that had SteamOS ports suitable for tests including Middle-Earth: Shadow of Mordor and Metro: Last Light Redux.
Both were intensive 3D games with built-in benchmarking tools and a variety of quality sliders to play with (including six handy presets in Shadow of Mordor’s case).
On SteamOS both games had a sizable frame rate hit. We are talking about 21- to 58-percent fewer frames per second, depending on the graphical settings. On our hardware running Shadow of Mordor at Ultra settings and HD resolution, the OS change alone was the difference between a playable 34.5 fps average on Windows and a 14.6 fps mess on SteamOS.
You would think that Valve’s own games wouldn’t have this problem, but Portal, Team Fortress 2, and DOTA 2 all took massive frame rate dips on SteamOS compared to their Windows counterparts.
Left 4 Dead 2 showed comparable performance between the two operating systems but nothing like what Steam thought it would have a couple of years ago.
Samsung has sold a large LCD display operation in order to concentrate full time on OLED-based products.
A report in Business Korea says that the facility in Cheonan, South Chungcheong Province, has shut down its L5 line, the fifth generation of LCD displays, and begun selling the equipment to other manufacturers.
The age of the equipment meant it was only suitable for notebook and small monitor displays. With OLED now rolling out in phones such as the recent Samsung Galaxy S6 Edge, and big-screen TVs, it seems that the company has decided to make a break with the past.
The Korean manufacturer sold off its fourth generation production line to a Chinese company last year. A spokesman for Samsung Display confirmed: “The company shut down the L5 line last month and is seeking companies that are willing to acquire idle equipment.”
Although the equipment and the products it produces may seem outdated, there is still a huge market for this stuff in lower end electronics. Some analysts believe that there are tens of billions of Korean Won in any sale. Ten billion Won is about £5.6m, which doesn’t sound nearly as much but is still better than poke in the eye.
The Cheonan factory is likely to be converted to make OLED products, with talk of deals for AMOLED phone displays for Huawei and even an acceleration of its on-again-off-again Ernie and Bert relationship with Apple said to be at the heart of the decision to ramp up production.
Samsung still operates three LCD production lines, but analysts question if this is the beginning of a move to OLED production only, and if so, what effect that will have on the company as demand for cheaper LCD screens continues to grow, with production ramping up in China.
Samsung has lost market share in the end user market with recent Galaxy products failing to sell as well as their predecessors. As such these component deals are the lifeblood of the business, with a contract to produce high-end screens for Apple alone worth billions.
Oracle has launched a direct rival to the Amazon Web Services (AWS) public cloud with its own Elastic Compute Cloud.
The product was revealed amid a flurry of cloud-related product announcements, including five in the infrastructure-as-a-service (IaaS) space, at the OpenWorld show in San Francisco on Tuesday.
Oracle Elastic Compute Cloud adds to the Dedicated Compute service the firm launched last year. The latest service lets customers make use of elastic compute capabilities to run any workload in a shared cloud compute zone, a basic public cloud offering.
“Last year we had dedicated compute. You get a rack, it’s elastic but it’s dedicated to your needs,” said Thomas Kurian, president of Oracle Product Development (pictured below).
“We’ve now added in Elastic Compute, so you can just buy a certain number of cores and it runs four different operating systems: Oracle Linux, Red Hat, Ubuntu or Windows, and elastically scale that up and down.”
Oracle has yet to release pricing details for the Elastic Compute Cloud service, but chairman and CTO Larry Ellison said on Sunday that it will be charged at the equivalent or lower than AWS pricing. For the dedicated model, Ellison revealed on Tuesday at OpenWorld that firms will pay half the cost for Oracle Dedicated Compute of the equivalent AWS shared compute option.
It is not surprising that Oracle would like the opportunity to have a piece of the public cloud pie. AWS earned its owner $2.08bn in revenue in the quarter ending 30 September.
Kurian shared current use details for the Oracle Cloud as evidence of the success it has seen so far. The firm manages 1,000PB of cloud storage, and in September alone processed 34 billion transactions on its cloud. This was a result of the 35,000 companies signed up to the Oracle Cloud, which between them account for 30 million users logging in actively each day.
However, Oracle’s chances of knocking Amazon off its cloud-leader perch, or even making a slight dent in its share, seem low. The AWS revenue was only made possible by the fact that Amazon owns 30 percent of the cloud infrastructure service market, with second and third-ranked Microsoft and IBM lagging behind at 10 and seven percent respectively.
Google and Salesforce have managed to capture less than five percent each. Indeed, realising how competitive the market is and Amazon’s dominant position, HP has just left the public cloud market.
Despite Oracle going head to head with AWS in the public cloud space, Amazon has been attempting to attract Oracle customers to its own platform.
“AWS and Oracle are working together to offer enterprises a number of solutions for migrating and deploying their enterprise applications on the AWS cloud. Customers can launch entire enterprise software stacks from Oracle on the AWS cloud, and they can build enterprise-grade Oracle applications using database and middleware software from Oracle,” the web giant notes on its site.
Amazon describes EC2 as letting users “increase or decrease capacity within minutes, not hours or days. You can commission one, hundreds or even thousands of server instances simultaneously”, making Oracle Elastic Compute Cloud a direct competitor.
Oracle has also added a hierarchical storage option for its archive storage cloud service, aimed at automatically moving data that requires long-term retention such as corporate records, scientific archives and cultural preservation content.
Ellison noted that this archiving service is priced at a 10th of the cost of Amazon’s S3 offering.
Kurian explained of the archive system: “I’ve got data I need to put into the cloud but I don’t need a recovery time objective. So you get it very, very cheap”, adding that it costs $1/TB per month.
The firm also launched what Kurian dubbed as its “lorry service” for bulk data transfer. This will see Oracle ship a storage appliance to a customer’s site, where they can then do a huge data transfer directly onto that machine at a much quicker rate than streaming it to the cloud. The appliance is then sent back to Oracle via DHL or FedEx, Kurian explained, for Oracle to then do the transfer on-site to the cloud for storage.
“This is much faster if you’re moving a huge amount of data. One company is moving 250PB of data. To stream that amount of data to the cloud would take a very long time,” he said.
Bulk data transfer will be available from November, while the archive service is available now.
“You can go up to shop.oracle.com as a customer, enter a credit card and you can buy the service, all the PaaS services and the storage service. We’re adding compute over the next couple of weeks,” Kurian explained.
“You pay for it by credit card or an invoice if you’re a corporate customer and pay for it by hour or month, by processor or by per gigabyte per hour or month for storage.”
Oracle Container Cloud, meanwhile, lets firms run apps in Docker containers and deploy them in the Oracle Compute Cloud, supporting better automation of app implementations using technologies like Kubernetes.
Oracle also launched additional applications that sit in its cloud, including the Data Visualisation Cloud Service. This makes visual analytics accessible to general business users who do not have access to Hadoop systems or the data warehouse.
“All you need is a spreadsheet to load your data and a browser to do the analysis,” Kurian explained.
Several new big data cloud services are also aimed at letting users more easily prepare and analyse data using Hadoop as the data store, for example Big Data Preparation and Big Data Discovery.
“With Big Data Preparation you can move data into your data lake, you can enrich the data, prepare it, do data wrangling, cleanse it and store it in the data lake. Big Data Discovery lets a business user sit in front of Hadoop, and through a browser-based dashboarding environment search the environment, discover patterns in the data, do analysis and curate subsets of the data for other teams to look at. It’s an analytic environment and complete Hadoop stack,” Kurian said.
As the end of 2015 rapidly approaches (seriously, how on earth is it October already?), the picture of what we can expect from VR in 2016 is starting to look a little less fuzzy around the edges. There’s no question that next year is the Year of VR, at least in terms of mindshare. Right now it looks like no fewer than three consumer VR systems will be on the market during calendar 2016 – Oculus Rift, PlayStation VR and Valve / HTC Vive. They join Samsung’s already released Gear VR headset, although that device has hardly set the world on fire; it’s underwhelming at best and in truth, VR enthusiasts are all really waiting for one of the big three that will arrive next year.
Those fuzzy edges, though; they’re a concern, and as they come into sharper focus we’re starting to finally understand what the first year of VR is going to look like. In the past week or so, we’ve learned more about pricing for the devices – and for Microsoft’s approach, the similar but intriguingly different Hololens – and the aspect that’s brought into focus is simple; VR is going to be expensive. It’s going to be expensive enough to be very strictly limited to early adopters with a ton of disposable income. It’s quite likely going to be expensive enough that the market for software is going to struggle for the first couple of years at least, and that’s a worry.
Oculus Rift, we’ve learned, will cost “at least” $350. That’s just for the headset; you’ll also need a spectacularly powerful PC to play games in VR. No laptop will suffice, and you’re certainly out of luck with a Mac; even for many enthusiasts, the prospect of adding a major PC purchase or upgrade to a $350 headset is a hefty outlay for an early glimpse of the future. It’s likely (though as yet entirely unconfirmed) that Valve’s Vive headset will have a similar price tag and a similarly demanding minimum PC specification. The cheap end of the bunch is likely to be PlayStation VR – not because the headset will be cheap (Sony has confirmed that it is pricing it as a “platform” rather than a peripheral, suggesting a $300 or so price tag) but because the system you attach it to is a $350 PS4 rather than a much more expensive PC.
It is unreasonable, of course, to suggest that this means that people will be expected to pay upwards of $600 for Sony’s solution, or $1500 for the PC based solution. A great many people already own PS4s; quite a few own PCs capable of playing VR titles. For these people, the headset alone (and perhaps some software) is the cost of entry. That is still a pretty steep cost – enough to dissuade people with casual interest, certainly – but it’s tolerable for early adopters. The large installed base of PS4s, in particular, makes Sony’s offering interesting and could result in a market for PlayStation VR ramping up significantly faster than pessimistic forecasts suggest. On the PC side, things are a little more worrying – there’s the prospect of a standards war between Valve and Oculus, which won’t be good for consumers, and a question mark over how many enthusiasts actually own a PC powerful enough to run a VR headset reliably, though of course, the cost of PCs that can run VR will fall between now and the 2016 launch.
All the same, the crux of the matter remains that VR is going to be expensive enough – even the headsets alone – to make it into an early-adopter only market during its first year or so. It’s not just the cost, of course; the very nature of VR is going to make it into a slightly tough sell for anyone who isn’t a devoted enthusiast, and more than almost any other type of device, I think VR is going to need a pretty big public campaign to convince people to try it out and accept the concept. It’s one thing to wax lyrical about holodecks and sci-fi dreams; it’s quite another to actually get people to buy into the notion of donning a bulky headset that blocks you off from the world around you in the most anti-social way imaginable. If you’re reading a site like GamesIndustry.biz, you almost certainly get that concept innately; you may also be underestimating just how unattractive and even creepy it will seem to a large swathe of the population, and even to some of the gamer and enthusiast market VR hopes (needs!) to capture.
The multi, multi million dollar question remains, as it has been for some time – what about software? Again, Sony has something of an advantage in this area as it possesses very well regarded internal studios, superb developer relations and deep pockets; combined with its price and market penetration advantages, these ought to more than compensate for the difference in power between the PS4 and the PCs being used to power Rift and Vive, assuming (and it’s a big assumption) that the PS4′s solution actually works reliably and consistently with real games despite its lack of horsepower. The PC firms, on the other hand, need to rely on the excitement, goodwill and belief of developers and publishers to provide great games for VR in its early days. A handful of teams have devoted themselves to VR already and will no doubt do great things, but it’s a matter of some concern that a lot of industry people you talk to about PC VR today are still talking in terms of converting their existing titles to simply work in 3D VR; that will look cool, no doubt, but a conversion lacking the attention to controls, movement and interaction that’s required to make a VR world work will cause issues like motion sickness and straight-up disappointment to rear their ugly heads.
If VR is going to be priced as a system, not just a toy or a peripheral, then it needs to have software that people really, really want. Thus far, what we’ve seen are demos or half-hearted updates of old games. Even as we get close enough to consumer launches for real talk about pricing to begin, VR is still being sold off the back of science fiction dreams and long-held technological longings, not real games, real experiences, real-life usability. That desperately needs to change in the coming months.
At least Hololens, which this week revealed an eye-watering $3000 developer kit to ship early next year, has something of a roadmap in this regard; the device will no doubt be backed up by Microsoft’s own studios (an advantage it shares, perhaps to a lesser degree, with Sony) but more importantly, it’s a device not aimed solely at games, one which will in theory be able to build up a head of steam from sales to enterprise and research customers prior to making a splash in consumer markets with a more mature, less expensive proposition. I can’t help wondering why VR isn’t going down this road; why the headlong rush to get a consumer device on the market isn’t being tempered at least a little by a drive to use the obvious enterprise potential of VR to get the devices out into the wild, mature, established and affordable before pushing them towards consumers. I totally understand the enthusiasm that drives this; I just don’t entirely buy the business case.
At the very least, one would hope that if 2016 is the year of VR, it’s also the year in which we start to actually see VR in real-life applications beyond the gaming dens of monied enthusiasts. It’s a technology that’s perfectly suited to out-of-home situations; the architect who wants to give clients a walkthrough of a new building design; the museum that wants to show how a city looked in the past; the gaming arcade or entertainment venue that wants to give people an experience that most of them simply can’t have at home on their consoles. VR is something that a great many consumers will want to have access to given the right software, the right price point and crucially, the right experience and understanding of its potential. Getting the equipment into the hands of consumers at Tokyo Games Show or EGX is a start, but only a first step. If VR’s going to be a big part of the industry’s future, then come next year, VR needs to be everywhere; it needs to be unavoidable. It can’t keep running on dreams; virtual reality needs to take a step into reality.