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What can you do with virtual reality when you have complete control of the physical space around the player? How “real” can virtual reality become?
That’s the core concept behind The Void. They take over retail spaces in places like Downtown Disney and shopping malls around the country and turn them into virtual reality playgrounds, They’ve got VR experiences based on properties like Star Wars, Ghostbusters, and Wreck-It Ralph; while these big names tend to be the main attractions, they’re dabbling with creating their own original properties, too.
By building both the game environment and the real-world rooms in which players wander, The Void can make the physical and virtual align. If you see a bench in your VR headset, there’s a bench there in the real world for you to sit on; if you see a lever on the wall in front of you, you can reach out and physically pull it. Land on a lava planet and heat lamps warm your skin; screw up a puzzle, and you’ll feel a puff of mist letting you know to try something else.
At $30-$35 per person for what works out to be a roughly thirty-minute experience (about ten of which is watching a scene-setting video and getting your group into VR suits), it’s pretty pricey. But it’s also some of the most mind-bending VR I’ve ever seen.
The Void reportedly raised about $20 million earlier this year and is in the middle of a massive expansion. It’s more than doubling its number of locations, opening 25 new spots in a partnership with the Unibail-Rodamco-Westfield chain of malls.
I sat down to chat with The Void’s co-founder and Chief Creative Officer, Curtis Hickman, to hear how they got started, how his background (in stage magic!) comes into play here, how they came to work with massive properties like Ghostbusters and Star Wars, and where he thinks VR is going from here.
Greg Kumparak: Tell me a bit about yourself. How’d you get your start? How’d you get into making VR experiences?
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As part of its rather odd Thursday afternoon pre-Build news dump, Microsoft today announced the HoloLens 2 Development Edition. The company announced the much-improved HoloLens 2 at MWC Barcelona earlier this year, but it’s not shipping to developers yet. Currently, the best release date we have is “later this year.” The Development Edition will launch alongside the regular HoloLens 2.
The Development Edition, which will retail for $3,500 to own outright or on a $99 per month installment plan, doesn’t feature any special hardware. Instead, it comes with $500 in Azure credits and three-month trials of Unity Pro and the Unity PiXYZ plugin for bringing engineering renderings into Unity.
To get the Development Edition, potential buyers have to join the Microsoft Mixed Reality Developer Program and those who already pre-ordered the standard edition will be able to change their order later this year.
As far as HoloLens news goes, that’s all a bit underwhelming. Anybody can get free Azure credits, after all (though usually only $200) and free trials of Unity Pro are also readily available (though typically limited to 30 days).
Oddly, the regular HoloLens 2 was also supposed to cost $3,500. It’s unclear if the regular edition will now be somewhat cheaper, cost the same but come without the credits or really why Microsoft is doing this at all. Turning this into a special “Development Edition” feels more like a marketing gimmick than anything else, as well as an attempt to bring some of the futuristic glamour of the HoloLens visor to today’s announcements.
The folks at Unity are clearly excited, though. “Pairing HoloLens 2 with Unity’s real-time 3D development platform enables businesses to accelerate innovation, create immersive experiences, and engage with industrial customers in more interactive ways,” says Tim McDonough, GM of Industrial at Unity, in today’s announcement. “The addition of Unity Pro and PiXYZ Plugin to HoloLens 2 Development Edition gives businesses the immediate ability to create real-time 2D, 3D, VR, and AR interactive experiences while allowing for the importing and preparation of design data to create real-time experiences.”
Microsoft also today noted that Unreal Engine 4 support for HoloLens 2 will become available by the end of May. 
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At the Open Infrastructure Summit, which was previously known as the OpenStack Summit, Canonical founder Mark Shuttleworth used his keynote to talk about the state of open-source foundations — and what often feels like the increasing competition between them. “I know for a fact that nobody asked to replace dueling vendors with dueling foundations,” he said. “Nobody asked for that.”
He then put a point on this, saying, “what’s the difference between a vendor that only promotes the ideas that are in its own interest and a foundation that does the same thing. Or worse, a foundation that will only represent projects that it’s paid to represent.”
Somewhat uncharacteristically, Shuttleworth didn’t say which foundations he was talking about, but since there are really only two foundations that fit the bill here, it’s pretty clear that he was talking about the OpenStack Foundation and the Linux Foundation — and maybe more precisely the Cloud Native Computing Foundation, the home of the incredibly popular Kubernetes project.
It turns out, that’s only part of his misgivings about the current state of open-source foundations, though. I sat down with Shuttleworth after his keynote to discuss his comments, as well as Canonical’s announcements around open infrastructure.
One thing that’s worth noting at the outset is that the OpenStack Foundation is using this event to highlight that fact that it has now brought in more new open infrastructure projects outside of the core OpenStack software, with two of them graduating from their pilot phase. Shuttleworth, who has made big bets on OpenStack in the past and is seeing a lot of interest from customers, is not a fan. Canonical, it’s worth noting, is also a major sponsor of the OpenStack Foundation. He, however, believes, the foundation should focus on the core OpenStack project.
“We’re busy deploying 27 OpenStack clouds — that’s more than double the run rate last year,” he said. “OpenStack is important. It’s very complicated and hard. And a lot of our focus has been on making it simpler and cleaner, despite the efforts of those around us in this community. But I believe in it. I think that if you need large-scale, multi-tenant virtualization infrastructure, it’s the best game in town. But it has problems. It needs focus. I’m super committed to that. And I worry about people losing their focus because something newer and shinier has shown up.”
To clarify that, I asked him if he essentially believes that the OpenStack Foundation is making a mistake by trying to be all things infrastructure. “Yes, absolutely,” he said. “At the end of the day, I think there are some projects that this community is famous for. They need focus, they need attention, right? It’s very hard to argue that they will get focus and attention when you’re launching a ton of other things that nobody’s ever heard of, right? Why are you launching those things? Who is behind those decisions? Is it a money question as well? Those are all fair questions to ask.”
He doesn’t believe all of the blame should fall on the Foundation leadership, though. “I think these guys are trying really hard. I think the common characterization that it was hapless isn’t helpful and isn’t accurate. We’re trying to figure stuff out.” Shuttleworth indeed doesn’t believe the leadership is hapless, something he stressed, but he clearly isn’t all that happy with the current path the OpenStack Foundation is on either.
The Foundation, of course, doesn’t agree. As OpenStack Foundation COO Mark Collier told me, the organization remains as committed to OpenStack as ever. “The Foundation, the board, the community, the staff — we’ve never been more committed to OpenStack,” he said. “If you look at the state of OpenStack, it’s one of the top-three most active open-source projects in the world right now […] There’s no wavering in our commitment to OpenStack.” He also noted that the other projects that are now part of the foundation are the kind of software that is helpful to OpenStack users. “These are efforts which are good for OpenStack,” he said. In addition, he stressed that the process of opening up the Foundation has been going on for more than two years, with the vast majority of the community (roughly 97 percent) voting in favor.
OpenStack board member Allison Randal echoed this. “Over the past few years, and a long series of strategic conversations, we realized that OpenStack doesn’t exist in a vacuum. OpenStack’s success depends on the success of a whole network of other open-source projects, including Linux distributions and dependencies like Python and hypervisors, but also on the success of other open infrastructure projects which our users are deploying together. The OpenStack community has learned a few things about successful open collaboration over the years, and we hope that sharing those lessons and offering a little support can help other open infrastructure projects succeed too. The rising tide of open source lifts all boats.”
As far as open-source foundations in general, he surely also doesn’t believe that it’s a good thing to have numerous foundations compete over projects. He argues that we’re still trying to figure out the role of open-source foundations and that we’re currently in a slightly awkward position because we’re still trying to determine how to best organize these foundations. “Open source in society is really interesting. And how we organize that in society is really interesting,” he said. “How we lead that, how we organize that is really interesting and there will be steps forward and steps backward. Foundations tweeting angrily at each other is not very presidential.”
He also challenged the notion that if you just put a project into a foundation, “everything gets better.” That’s too simplistic, he argues, because so much depends on the leadership of the foundation and how they define being open. “When you see foundations as nonprofit entities effectively arguing over who controls the more important toys, I don’t think that’s serving users.”
When I asked him whether he thinks some foundations are doing a better job than others, he essentially declined to comment. But he did say that he thinks the Linux Foundation is doing a good job with Linux, in large parts because it employs Linus Torvalds . “I think the technical leadership of a complex project that serves the needs of many organizations is best served that way and something that the OpenStack Foundation could learn from the Linux Foundation. I’d be much happier with my membership fees actually paying for thoughtful, independent leadership of the complexity of OpenStack rather than the sort of bizarre bun fights and stuffed ballots that we see today. For all the kumbaya, it flatly doesn’t work.” He believes that projects should have independent leaders who can make long-term plans. “Linus’ finger is a damn useful tool and it’s hard when everybody tries to get reelected. It’s easy to get outraged at Linus, but he’s doing a fucking good job, right?”
OpenStack, he believes, often lacks that kind of decisiveness because it tries to please everybody and attract more sponsors. “That’s perhaps the root cause,” he said, and it leads to too much “behind-the-scenes puppet mastering.”
In addition to our talk about foundations, Shuttleworth also noted that he believes the company is still on the path to an IPO. He’s obviously not committing to a time frame, but after a year of resetting in 2018, he argues that Canonical’s business is looking up. “We want to be north of $200 million in revenue and a decent growth rate and the right set of stories around the data center, around public cloud and IoT.” First, though, Canonical will do a growth equity round.
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Ray tracing has been a major topic of conversation at both GDC and GTC so it seems fitting that that the overlapping conventions would both kick off with an announcement that touches both industries.
Today at GTC, Nvidia announced that it has built-out a number of major partnerships with 3D software makers including some apparent names like Adobe and Autodesk to integrate access with Nvidia’s RTX ray-tracing platform in their future software releases. The partnerships with Unity is perhaps the most interesting, given the excitement amongst game developers to bring real-time ray tracing to interactive works.
Epic Games had already announced Unreal Engine 4.22 support for Nvidia RTX ray-tracing, and it was only a matter of time before Unity made the plunge as well, but now the tech is officially coming to Unity’s High Definition Render Pipeline (HDRP) today in preview.
The technology is all focused on how games render lighting more realistically, showing how light interacts with the atmosphere and the objects it strikes. This technique has already been in use elsewhere but rendering all of this can be pretty resource-intensive which has made the advancements of the past few years to cement this as a real-time system such an entrancing prospect.
Nvidia has certainly been tooting the horn of this technology, but there have been some doubts whether this is just another technology that’s still a few years out from popular adoption amongst game developers.
“Real-time ray tracing moves real-time graphics significantly closer to realism, opening the gates to global rendering effects never before possible in the real-time domain,” a Unity exec said in a statement. In their announcement, Nvidia boasted that their system enabled “ray traced images that can be indistinguishable from photographs” that “blur the line between real-time and reality.”
While the prospect of added realism in gaming is certainly something consumers will be psyched about, engine-makers will undoubtedly also be promoting their early access to the Nvidia tech to customers in other industries including enterprise.
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Improbable may be pissed at Unity, but they still want them back.
In a blog post titled “A final statement on SpatialOS and Unity,” the team at the cloud gaming startup aimed to tell their side of the story and implored Unity to “clarify their terms or unsuspend our licenses.”
Unity is a game engine that developers use to create, among other things, games. Improbable offers a cloud solution to developers that basically enables large multiplayer online gameplay by rendering the game worlds across multiple servers on its SpatialOS platform.
Yesterday, Improbable announced that Unity had terminated their game engine access and that developers that used SpatialOS were in danger of losing their work. Unity responded that live and in-development games were fine and that Improbable was in violation of their new terms of service and needed to negotiate a new partnership.
In the new blog post, Improbable doesn’t mince words, saying it “still has all its Unity license and access suspended. We cannot easily fix bugs, improve the service or really support our customers without being in a legal grey area. Anyone who has ever run a live game knows this is a farcical situation that puts games at risk.”
Last night, Improbable appeared to leverage their relation with rival engine-maker Epic Games to put the heat on Unity, creating a $25 million fund with the gaming giant to help developers move to “more open engines,” a pretty transparent knock on Unity.
Improbable now seems to be claiming that Unity basically changed the rules on them and was trying to bully them into a deal that none of their other partners have requested.
“We do not require any direct technical cooperation with an engine provider to offer our services – Crytek, Epic and all other providers clearly allow interoperability without commercial arrangement with cloud platforms. We have no formal technical arrangements there and have not required any with Unity for years.”
Losing Unity support is a huge blow to Improbable, which has raised $600 million largely on the promise that it can revolutionize online gaming, something that would prove difficult to do without one of the largest available game engines.
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Improbable is taking a daring step after announcing earlier today that Unity had revoked its license to operate on the popular game development engine.
The U.K.-based cloud gaming startup has inked a late-night press release with Unity rival Epic Games, which operates the Unreal Engine and is the creator of Fortnite, establishing a $25 million fund designed to help game developers move to “more open engines.”
An incoming blog post penned by Epic Games CEO Tim Sweeney and Improbable CEO Herman Narula reads, in part:
To assist developers who are left in limbo by the new engine and service incompatibilities that were introduced today, Epic Games and Improbable are together establishing a US $25,000,000 combined fund to help developers transition to more open engines, services, and ecosystems. This funding will come from a variety of sources including Unreal Dev Grants, Improbable developer assistance funds, and Epic Games store funding.
This is pretty bold on Improbable’s part and seems to suggest that Unity didn’t give them a call after Improbable published a blog post that signed off with, “You [Unity] are an incredibly important company and one bad day doesn’t take away from all you’ve given us. Let’s fix this for our community, you know our number.”
Unity, for its part, claims that they gave Improbable ample notice that they were in violation of their Terms of Service and that the two had been deep in a “partnership” agreement that obviously fell short. The termination of Improbable’s Unity license essentially cut them off from a huge portion of indie developers who build their stuff on Unity.
Epic Games CEO Tim Sweeney was quick to jump on the news earlier today, rebuking Unity’s actions.
This highlights a point: In the ecosystem like Unreal, Unity or Godot, companies live and die by the ground rules that are established. Devs have put years of their lives into building something, and nothing is worse than changing the rules and confiscating their investments.
— Tim Sweeney (@TimSweeneyEpic) January 10, 2019
“Epic Games’ partnership with Improbable, and the integration of Improbable’s cloud-based development platform SpatialOS, is based on shared values, and a shared belief in how companies should work together to support mutual customers in a straightforward, no-surprises way,” the blog post reads.
In a way this is a positive development for Improbable, suggesting that Epic Games is committed to sticking with the startup, but at the same time, one wonders how Unity and Improbable’s relationship managed to sour so quickly based on what’s been said publicly today.
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A pair of highly-funded gaming unicorns are publicly skirmishing and the deal could have major repercussions for game developers.
Today, UK-based cloud gaming startup Improbable, announced that Unity, a hugely popular game development engine, had terminated their license, effectively shutting them out from one of their top customer sources. If permanent, the license termination would be a significant blow to Improbable, which enables studios to host large online multiplayer games across multiple servers. The gaming startup has raised more than $600 million from top investors like Softbank, Andreessen Horowitz and Horizons Ventures.
Just how many Improbable customers utilize Unity as their game engine of choice through the SpatialOS GDK is unknown, but the two platforms do share some similarities in appeal among small teams looking to innovate. “Unity is a popular engine and that popularity extends to the people using our [game development kit],” an Improbable spokesperson told TechCrunch. Improbable’s SpatialOS platform also runs on the Unreal Engine and CryEngine and can be designed to work with custom engines.
So, how’d this happen?
The way Improbable told it this morning, Unity changed their Terms of Service last month and then, without warning, pulled the rug out from under them. That’s not how Unity sees it though, the company penned a terse blog post in response, alleging that Improbable was well aware that they were in violation of the ToS.
“More than a year ago, we told Improbable in person that they were in violation of our Terms of Service or EULA. Six months ago, we informed Improbable about the violation in writing. Recent actions did not come as a surprise to Improbable; in fact, they’ve known about this for many months,” the post reads.
Unity developers using SpatialOS spent the day complaining about the move and wondering whether their projects in development would have to be completely reshaped. While the folks at Improbable also seemed unsure about this detail, Unity clarified in its blog post that SpatialOS projects that were live and in production would still be supported.
Unity’s Terms of Service isn’t exactly the most lucid reading material, but the section in question titled Streaming and Cloud Gaming Restrictions seems to lay out a fairly clear rebuke of what Improbable does.
You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user devices without a separate license or authorization from Unity.
The vagueness of the language does seem to give Unity broad discretion to wield the hammer on partners.
The question, then, is why Improbable seems to have been targeted. Asked for comment, a Unity spokesperson referred us to their blog post. The answer probably lies in the “partnership” that both Unity and Improbable elude they were in the process of reaching, i.e. Unity likely wanted Improbable to pay up if they were going to be hosting the Unity Runtime on Improbable servers, but the two couldn’t come to an agreement.
Epic Games CEO Tim Sweeney, whose company operates the rival Unreal Engine, seemed to rebuke Unity on Twitter, suggesting that engines need to be more transparent in the governing rules they establish.
This highlights a point: In the ecosystem like Unreal, Unity or Godot, companies live and die by the ground rules that are established. Devs have put years of their lives into building something, and nothing is worse than changing the rules and confiscating their investments.
— Tim Sweeney (@TimSweeneyEpic) January 10, 2019
Regardless, it now appears that Improbable realizes they may have pissed off the wrong powerful partner.
In a much more contrite blog post published later this afternoon, the team wrote, in part:
We apologize that this event we instigated has created so much uncertainty, confusion and pain for so many developers who really do not deserve this…
As a platform company, we believe humility and introspection are critical responses to the suffering of your community, however it comes about. We invite every company involved in today’s discourse to do a little of that.
We also invite Unity to participate in this broader thinking with us, whatever the outcome of our misunderstanding. You are an incredibly important company and one bad day doesn’t take away from all you’ve given us. Let’s fix this for our community, you know our number.
It sounds like Improbable became well aware throughout the course of the day that they are going to have be the ones to compromise here.
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Unity CEO John Riccitiello came to TechCrunch Disrupt SF to give everyone an update on the world’s most popular game engine. You might not be aware that most of the games you’re playing, especially mobile games, are built using Unity.
For those not familiar with game engines, Riccitiello started by describing game engines very clearly. Back in the days, “[game developers] would write out a game program that had lots of art assets, lots of animation, lots of sounds. But they also had to write a rendering engine, to write a system for animations, to write a system for sound, to write a system for physics,” he said.
It’s pretty much half of all games period. John Riccitiello
And when you wanted to port your game to another platform, you basically had to start over. Unity works on 30 platforms, including Windows, iOS, Android, Nintendo Switch, Playstation 4, Oculus Rift, etc. Unity competes with Epic’s Unreal Engine, the game engine behind Fortnite and many games on the PS4 and Xbox One.
There are also less popular game engines from Valve, Amazon and others. The biggest game developers behind AAA franchises (think Battlefield or Assassin’s Creed) have their own in-house engines.
But it’s clear that Unity has captured a huge chunk of the market. According to Riccitiello, every month, people download 2 billion copies of Unity games. People tried at least one Unity game on over 3 billion devices.
In the past, Unity said that half of mobile games run on Unity. But it turns out Unity now also powers a lot of games on gaming consoles and computers.
“It’s pretty much half of all games period. We have different market shares, depending on the platform. But more than half of all mobile games built for there are built in Unity. More than 60 to 70 percent — depending on the platform — of everything built for machines for virtual reality or augmented reality or any of the XR platforms are built in Unity,” Riccitiello told interviewer Lucas Matney. “And then, about a little over half of all the games built for Nintendo’s platforms are built in Unity, a little bit less than that for Xbox and Sony. But in aggregate it’s more than half.”
One of the reasons why Unity became so successful is that its pricing structure is developer-friendly. Game companies don’t have to give a cut of their revenue to Unity, they pay Unity per seat on a subscription basis. Other companies sometimes ask you to sign a revenue-sharing deal to use their engine.
Even more important than numbers, Riccitiello thinks that Unity is all about enabling creators by giving them the right tools.
“What powers Unity is a simple philosophy, which is the world is a better place with more creators,” he said. “We drive ourselves to put the most powerful tools possible in the hands of creators, small and large so they can realize their dreams.”

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Tech companies working with augmented reality and virtual reality technologies raised more than $3 billion in venture funding in 2017. This data comes from analytics firm Digi-Capital and suggests that while the buzz surrounding the AR/VR space has tapered off, the sheer amount of cash getting pumped into the industry is continuing to surge. Read More
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