Virtual reality

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Enterprise AR is an opportunity to ‘do well by doing good,’ says General Catalyst

A founder-investor panel on augmented reality (AR) technology here at TechCrunch Disrupt Berlin suggests growth hopes for the space have regrouped around enterprise use-cases, after the VR consumer hype cycle landed with yet another flop in the proverbial ‘trough of disillusionment’.

Matt Miesnieks, CEO of mobile AR startup 6d.ai, conceded the space has generally been on another downer but argued it’s coming out of its third hype cycle now with fresh b2b opportunities on the horizon.

6d.ai investor General Catalyst‘s Niko Bonatsos was also on stage, and both suggested the challenge for AR startups is figuring out how to build for enterprises so the b2b market can carry the mixed reality torch forward.

“From my point of view the fact that Apple, Google, Microsoft, have made such big commitments to the space is very reassuring over the long term,” said Miesnieks. “Similar to the smartphone industry ten years ago we’re just gradually seeing all the different pieces come together. And as those pieces mature we’ll eventually, over the next few years, see it sort of coalesce into an iPhone moment.”

“I’m still really positive,” he continued. “I don’t think anyone should be looking for some sort of big consumer hit product yet but in verticals in enterprise, and in some of the core tech enablers, some of the tool spaces, there’s really big opportunities there.”

Investors shot the arrow over the target where consumer VR/AR is concerned because they’d underestimated how challenging the content piece is, Bonatsos suggested.

“I think what we got wrong is probably the belief that we thought more indie developers would have come into the space and that by now we would probably have, I don’t know, another ten Pokémon-type consumer massive hit applications. This is not happening yet,” he said.

“I thought we’d have a few more games because games always lead the adoption to new technology platforms. But in the enterprise this is very, very exciting.”

“For sure also it’s clear that in order to have the iPhone moment we probably need to have much better hardware capabilities,” he added, suggesting everyone is looking to the likes of Apple to drive that forward in the future. On the plus side he said current sentiment is “much, much much better than what it was a year ago”.


Discussing potential b2b applications for AR tech one idea Miesnieks suggested is for transportation platforms that want to link a rider to the location of an on-demand and/or autonomous vehicle.

Another area of opportunity he sees is working with hardware companies — to add spacial awareness to devices such as smartphones and drones to expand their capabilities.

More generally they mentioned training for technical teams, field sales and collaborative use-cases as areas with strong potential.

“There are interesting applications in pharma, oil & gas where, with the aid of the technology, you can do very detailed stuff that you couldn’t do before because… you can follow everything on your screen and you can use your hands to do whatever it is you need to be doing,” said Bonatsos. “So that’s really, really exciting.

“These are some of the applications that I’ve seen. But it’s early days. I haven’t seen a lot of products in the space. It’s more like there’s one dev shop is working with the chief innovation officer of one specific company that is much more forward thinking and they want to come up with a really early demo.

“Now we’re seeing some early stage tech startups that are trying to attack these problems. The good news is that good dollars is being invested in trying to solve some of these problems — and whoever figures out how to get dollars from the… bigger companies, these are real enterprise businesses to be built. So I’m very excited about that.”

At the same time, the panel delved into some of the complexities and social challenges facing technologists as they try to integrate blended reality into, well, the real deal.

Including raising the spectre of Black Mirror style dystopia once smartphones can recognize and track moving objects in a scene — and 6d.ai’s tech shows that’s coming.

Miesnieks showed a brief video demo of 3D technology running live on a smartphone that’s able to identify cars and people moving through the scene in real time.

“Our team were able to solve this problem probably a year ahead of where the rest of the world is at. And it’s exciting. If we showed this to anyone who really knows 3D they’d literally jump out of the chair. But… it opens up all of these potentially unintended consequences,” he said.

“We’re wrestling with what might this be used for. Sure it’s going to make Pokémon game more fun. It could also let a blind person walk down the street and have awareness of cars and people and they may not need a cane or something.

“But it could let you like tap and literally have people be removed from your field of view and so you only see the type of people that you want to look at. Which can be dystopian.”

He pointed to issues being faced by the broader technology industry now, around social impacts and areas like privacy, adding: “We’re seeing some of the social impacts of how this stuff can go wrong, even if you assume good intentions.

“These sort of breakthroughs that we’re having are definitely causing us to be aware of the responsibility we have to think a bit more deeply about how this might be used for the things we didn’t expect.”

From the investor point of view Bonatsos said his thesis for enterprise AR has to be similarly sensitive to the world around the tech.

“It’s more about can we find the domain experts, people like Matt, that are going to do well by doing good. Because there are a tonne of different parameters to think about here and have the credibility in the market to make it happen,” he suggested, noting: “It‘s much more like traditional enterprise investing.”

“This is a great opportunity to use this new technology to do well by doing good,” Bonatsos continued. “So the responsibility is here from day one to think about privacy, to think about all the fake stuff that we could empower, what do we want to do, what do we want to limit? As well as, as we’re creating this massive, augmented reality, 3D version of the world — like who is going to own it, and share all this wealth? How do we make sure that there’s going to be a whole new ecosystem that everybody can take part of it. It’s very interesting stuff to think about.”

“Even if we do exactly what we think is right, and we assume that we have good intentions, it’s a big grey area in lots of ways and we’re going to make lots of mistakes,” conceded Miesnieks, after discussing some of the steps 6d.ai has taken to try to reduce privacy risks around its technology — such as local processing coupled with anonymizing/obfuscating any data that is taken off the phone.

“When [mistakes] happen — not if, when — all that we’re going to be able to rely on is our values as a company and the trust that we’ve built with the community by saying these are our values and then actually living up to them. So people can trust us to live up to those values. And that whole domain of startups figuring out values, communicating values and looking at this sort of abstract ‘soft’ layer — I think startups as an industry have done a really bad job of that.

“Even big companies. There’d only a handful that you could say… are pretty clear on their values. But for AR and this emerging tech domain it’s going to be, ultimately, the core that people trust us.”

Bonatsos also pointed to rising political risk as a major headwind for startups in this space — noting how China’s government has decided to regulate the gaming market because of social impacts.

“That’s unbelievable. This is where we’re heading with the technology world right now. Because we’ve truly made it. We’ve become mainstream. We’re the incumbents. Anything we build has huge, huge intended and unintended consequences,” he said.

“Having a government that regulates how many games that can be built or how many games can be released — like that’s incredible. No company had to think of that before as a risk. But when people are spending so many hours and so much money on the tech products they are using every day. This is the [inevitable] next step.”

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Wreck-It Ralph is getting a warehouse-sized VR experience at Disney parks

For the last year or so, Disney has been dabbling with massive virtual reality experiences that let players strap on a portable VR rig and run around in a warehouse-sized environment. In partnership with The VOID (part of Disney’s 2017 accelerator class) and Lucasfilm’s ILMxLab, it launched a Star Wars-themed experience, Secrets of the Empire, at both Downtown Disney (California) and Disney Springs (Florida) back in November of 2017.

The next Disney property getting the VR treatment? Wreck-It Ralph.

Here’s the trailer, released this morning:

Based on the upcoming movie sequel “Ralph Breaks the Internet,” this one will be called, aptly, Ralph Breaks VR. Like Secrets before it, the Ralph experience will support four players running around a shared VR environment — but rather than dodging blaster fire and outsmarting stormtroopers, they’ll be having food fights with kittens and outrunning security drones.

While I’m mostly neutral on Ralph, I’m… pretty excited for this. Secrets of the Empire is one of the most ridiculous experiences I’ve ever had in virtual reality. It’s hard to say much without spoiling some of the moments, but my jaw was on the damned floor for half of the time. Alas, there wasn’t much time to speak of; the entire thing only lasts about 25 minutes — which, at $30 per person, felt way too short. Tickets for Ralph cost roughly the same; depending on location, it’ll be $30 or $33 per person.

A representative for Disney confirms that Secrets of the Empire is not going away. It’s an upside of taking place almost entirely in VR — retune the physical space to be a bit less Star Wars-y, schedule things just right, and you’re all set.

(Oh, and while details are light: after Ralph, they’re working on a Marvel-themed experience set to debut in 2019.)

Tickets for the Ralph experience are available starting next week. In addition to VOID’s Disneyland/Disneyworld locations, it’ll also be running at their Glendale, Calif. and Las Vegas spots.

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Facebook reorganizes Oculus for AR/VR’s long-haul

Facebook is again looking to whip Oculus into shape for its 10-year journey towards making virtual reality mainstream. According to two sources, Facebook reorganized its AR and VR team this week from a divisional structure focused around products to a functional structure focused around technology areas of expertise. While no one was laid off, the change could eliminate redundancies by uniting specialists so they can iterate towards long-term progress rather than being separated into groups dedicated to particular gadgets.

Facebook confirmed the reorg to TechCrunch, with a spokesperson providing this statement: “We made some changes to the AR/VR organization earlier this week. These were internal changes and won’t impact consumers or our partners in the developer community.” Oculus CTO John Carmack and Oculus co-founder/newly-promoted Head of PC VR Nate Mitchell will remain in their leadership positions within VP of AR/VR Andrew ‘Boz’ Bosworth’s hardware wing of the company.

The shift obviously communicates that Facebook believes Oculus could be running more effectively. Organizing the company around areas of expertise rather than broader divisions is probably more appropriate for a moonshot effort that can’t afford redundancies, on the other hand, keeping expertise siloed could isolate new approaches and advancements from reaching other teams. As the company builds out its first full lineup of headsets, there seems to be significant overlap in the tech problems and products bring tackled by those working on mobile and PC products.

TechCrunch reported earlier this week that the company is planning to release a new Rift headset as early as 2019, possibly called the Rift S, which will featured upgraded displays and an inside-out tracking system. The company’s “Rift 2” project, codenamed Caspar, was left behind in the reorganization, a source tells us. We can’t confirm whether any other products or concepts have been shelved.

While an immersive virtual world that users can hang out and communicate in certainly seems to fit Facebook’s broader mission, the company has spent the better part of the past few years deciding how a costly, ambitious venture like Oculus fits into its corporate structure.

First, things went smoothly. The company and its empowered co-founders were building out a developer network and prepping for the launch of their Rift headset after creating a successful partnership with Samsung for the Gear VR. Then, the company’s good fortune turned as the Rift headset was racked by expensive delays and Oculus failed to ship the company’s Touch motion controllers at launch losing some initial ground to HTC. 

By the end of 2016, it was announced that co-founder Brendan Iribe was out as CEO and that the company would be reorganizing around divisions focused on things like PC VR, mobile and content with Xiaomi exec Hugo Barra coming aboard as VP of VR to lead the new effort working directly beneath CEO Mark Zuckerberg. An additional layer of oversight has been built in since then, with Bosworth was put in charge of the company’s consumer hardware ambitions with Oculus as a central pillar. His title is now VP of AR/VR.

The absorption of Oculus deeper into Facebook’s corporate structure was a trend that soon replicated itself as the company looked to rein in the independent teams under a more cohesive vision. The culmination of this was a major executive reshuffle earlier this year that changed the landscape for how divisions within the company were managed.

Now, they’re changing things up even more.

Oculus Go

The new structure sounds like it could coordinate efforts around more general lines like hardware and software allowing insights to flow more intuitively across Facebook’s planned devices.

Given the slow adoption of VR and engineering challenges of AR headsets, which at TechCrunch’s LA conference last month Facebook’s head of AR Ficus Kirkpatrick confirmed it was building, this structure could help Oculus iterate its way to long-term success rather than just getting the next product out the door.

If Facebook is going to beat companies solely focused on AR like Magic Leap, and potential incumbent invaders like Apple if it so chooses, it needs to maximize efficiency. And if it’s going to get both developers and users excited about these next-generation computing platforms, it will have to produce products that make cutting-edge technologies feel unified and accessible. That’s a lot easier when everyone’s not stepping on each other’s virtual shoes.

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TC Sessions: AR/VR surveys an industry in transition

Industry vets and students alike crammed into UCLA’s historic Royce Hall last week for TC Sessions: AR/VR, our one-day event on the fast-moving (and hype-plagued) industry and the people in it. Disney, Snap, Oculus and more stopped by to chat and show off their latest; if you didn’t happen to be in LA that day, read on and find out what we learned — and follow the links to watch the interviews and panels yourself.

To kick off the day we had Jon Snoddy from Walt Disney Imagineering. As you can imagine, this is a company deeply invested in “experiences.” But he warned that VR and AR storytelling isn’t ready for prime time: “I don’t feel like we’re there yet. We know it’s extraordinary, we know it’s really interesting, but it’s not yet speaking to us deeply the way it will.”

Next came Snap’s Eitan Pilipski. Snapchat wants to leave augmented reality creativity up to the creators rather than prescribing what they should build. AR headsets people want to wear in real life might take years to arrive, but nevertheless Snap confirmed that it’s prototyping new AI-powered face filters and VR experiences in the meantime.

I was onstage next with a collection of startups which, while very different from each other, collectively embody a willingness to pursue alternative display methods — holography and projection — as businesses. Ashley Crowder from VNTANA and Shawn Frayne from Looking Glass explained how they essentially built the technology they saw demand for: holographic display tech that makes 3D visualization simple and real. And Lightform’s Brett Jones talked about embracing and extending the real world and creating shared experiences rather than isolated ones.

Frayne’s holographic desktop display was there in the lobby, I should add, and very impressive it was. People were crowding three or four deep to try to understand how the giant block of acrylic could hold 3D characters and landscapes.

Maureen Fan from BaoBab Studios touched on the importance of conserving cash for entertainment-focused virtual reality companies. Previewing her new film, Crow, Fan noted that new modes of storytelling need to be explored for the medium, such as the creative merging of gaming and cinematic experiences.

Up next was a large panel of investors: Niko Bonatsos (General Catalyst), Jacob Mullins (Shasta Ventures), Catherine Ulrich (FirstMark Capital) and Stephanie Zhan (Sequoia). The consensus of this lively discussion was that (as Fan noted earlier) this is a time for startups to go lean. Competition has been thinned out by companies burning VC cash and a bootstrapped, efficient company stands out from the crowd.

Oculus is getting serious about non-gaming experiences in virtual reality. In our chat with Oculus Executive Producer Yelena Rachitsky, we heard more details about how the company is looking to new hardware to deepen the interactions users can have in VR and that new hardware like the Oculus Quest will allow users to go far beyond the capabilities of 360-degree VR video.

Of course if Oculus is around, its parent company can’t be far away. Facebook’s Ficus Kirkpatrick believes it must build exemplary “lighthouse” AR experiences to guide independent developers toward use cases they could enhance. Beyond creative expression, AR is progressing slowly because no one wants to hold a phone in the air for too long. But that’s also why Facebook is already investing in efforts to build its own AR headset.

Matt Miesnieks, from 6d.ai, announced the opening of his company’s augmented reality development platform to the public and made a case of the creation of an open mapping platform and toolkit for opening augmented reality to collaborative experiences and the masses.

Augmented reality headsets like Magic Leap and HoloLens tend to hog the spotlight, but phones are where most people will have their first taste. Parham Aarabi (ModiFace), Kirin Sinha (Illumix) and Allison Wood (Camera IQ) agreed that mainstreaming the tech is about three to five years away, with a successful standalone device like a headset somewhere beyond that. They also agreed that while there are countless tech demos and novelties, there’s still no killer app for AR.

Derek Belch (STRIVR), Clorama Dorvilias (DebiasVR) and Morgan Mercer (Vantage Point) took on the potential of VR in commercial and industrial applications. They concluded that making consumer technology enterprise-grade remains one of the most significant adoptions to virtual reality applications in business. (Companies like StarVR are specifically targeting businesses, but it remains to be seen whether that play will succeed.)

With Facebook running the VR show, how are small VR startups making a dent in social? The CEOs of TheWaveVR, Mindshow and SVRF all say that part of the key is finding the best ways for users to interact and making experiences that bring people together in different ways.

After a break, we were treated to a live demo of the VR versus boxing game Creed: Rise to Glory, by developer Survios co-founders Alex Silkin and James Iliff. They then joined me for a discussion of the difficulties and possibilities of social and multiplayer VR, both in how they can create intimate experiences and how developers can inoculate against isolation or abuse in the player base.

Early-stage investments are key to the success of any emerging industry, and the VR space is seeing a slowdown in that area. Peter Rojas of Betaworks and Greg Castle from Anorak offered more details on their investment strategies and how they see success in the AR space coming along as the tech industry’s biggest companies continue to pump money into the technologies.

UCLA contributed a moderator with Anderson’s Jay Tucker, who talked with Mariana Acuna (Opaque Studios) and Guy Primus (Virtual Reality Company) about how storytelling in VR may be in very early days, but that this period of exploration and experimentation is something to be encouraged and experienced. Movies didn’t begin with Netflix and Marvel — they started with picture palaces and one-reel silent shorts. VR is following the same path.

And what would an AR/VR conference be without the creators of the most popular AR game ever created? Niantic already has some big plans as it expands its success beyond Pokémon GO. The company, which is deep in development of Harry Potter: Wizards Unite, is building out a developer platform based on their cutting-edge AR technologies. In our chat, AR research head Ross Finman talks about privacy in the upcoming AR age and just how much of a challenger Apple is to them in the space.

That wrapped the show; you can see more images (perhaps of yourself) at our Flickr page. Thanks to our sponsors, our generous hosts at UCLA, the motivated and interesting speakers and most of all the attendees. See you again soon!

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Demo of Creed: Rise to Glory with Survios at TC Sessions AR/VR 2018

While VR might not just be about gaming, it’s accurate to say that, in 2018, it mainly is. Survios has raised nearly $55 million to show the potential of VR gaming. As the studio continues releasing new titles, can they keep their momentum going? And will gaming continue to be the big opportunity?

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Virtual reality makes food taste better

In another example of VR bleeding into real life, Cornell University food scientists found that cheese eaten in pleasant VR surroundings tasted better than the same cheese eaten in a drab sensory booth.

About 50 panelists who used virtual reality headsets as they ate were given three identical samples of blue cheese. The study participants were virtually placed in a standard sensory booth, a pleasant park bench and the Cornell cow barn to see custom-recorded 360-degree videos.

The panelists were unaware that the cheese samples were identical, and rated the pungency of the blue cheese significantly higher in the cow barn setting than in the sensory booth or the virtual park bench.

That’s right: cheese tastes better on a virtual farm versus inside a blank, empty cyberia.

“When we eat, we perceive not only just the taste and aroma of foods, we get sensory input from our surroundings – our eyes, ears, even our memories about surroundings,” said researcher Robin Dando.

To be clear, this research wasn’t designed to confirm whether VR could make food taste better but whether or not VR could be used as a sort of taste testbed, allowing manufacturers to let people try foods in different places without, say, putting them on an airplane or inside a real cow barn. Because food tastes differently in different surroundings, the ability to simulate those surroundings in VR is very useful.

“This research validates that virtual reality can be used, as it provides an immersive environment for testing,” said Dando. “Visually, virtual reality imparts qualities of the environment itself to the food being consumed – making this kind of testing cost-efficient.”

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Improbable brings its massive multiplayer platform to Unity game engine

As battle royale games like Fortnite pit more players against each other, studios are starting to realize the potential of bringing a massive online audience together at one time. This ambition has always existed, but Improbable, a well-funded startup aiming to enable these vast online worlds, is looking to bring these experiences to more game developers.

Improbable has announced that it is bringing a game development kit for its SpatialOS multiplayer platform to Unity, a popular game development platform used to create about half of new video games.

Improbable has some pretty grand ambitions for multi-player gaming and they’ve raised some grand venture capital to make that happen. The London startup has raised just over $600 million for their vision to enable digital worlds with vast expanses of concurrent users. The company’s SpatialOS platform allows single instances of an online game to run across multiple servers, essentially stitching a world together with each server keeping an eye on the other, allowing for hundreds of users to see each other and their in-game actions translated in a persistent way on systems across the globe.

The company’s tech opens the door for a lot of game developers to become more ambitious. There are several developers who have released titles on the platform.

Today’s news is a major step for the company, leveraging the popularity of Unity with a lot of younger studios to enable easier MMO development on an engine that is very popular with a wide range of developers. SpatialOS was previously available in a more limited, experimental scope on Unity. It also supports some development on Unreal Engine and CryEngine.

With today’s release, developers building with SpatialOS can craft games that allow for up to 200 players. The game development kit gives developers multiplayer networking and some other related features to expand the playing field, or at least further populate it. Improbable’s involvement goes far beyond just facilitating a download; a game built for SpatialOS will be hosted on Improbable’s servers, where it can be maintained via its host of web tools.

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Facebook rolls out 3D photos that use AI to simulate depth

What if you could peek behind what’s in your photos, like you’re moving your head to see what’s inside a window? That’s the futuristic promise of Facebook 3D photos. After announcing the feature at F8 in May, Facebook is now rolling out 3D photos to add make-believe depth to your iPhone portrait mode shots. Shoot one, tap the new 3D photos option in the status update composer, select a portrait mode photo and users on the desktop or mobile News Feed as well as in VR through Oculus Go’s browser or Firefox on Oculus Rift can tap/click and drag or move their head to see the photo’s depth. Everyone can now view 3D photos and the ability to create them will open to everyone in the coming weeks.

Facebook is constantly in search of ways to keep the News Feed interesting. What started with text and photos eventually expanded into videos and live broadcasts, and now to 360 photos and 3D photos. Facebook hopes if it’s the exclusive social media home for these new kinds of content, you’ll come back to explore and rack up some ad views in the meantime. Sometimes that means embracing mind-bending new formats like VR memories that recreate a scene in digital pointillism based on a photo.

So how exactly do 3D photos work? Our writer Devin Coldewey did a deep-dive earlier this year into how Facebook uses AI to stitch together real layers of the photo with what it infers should be there if you tilted your perspective. Since portrait mode fires off both of a phone’s cameras simultaneously, parallax differences can be used to recreate what’s behind the subject.

To create the best 3D photos with your iPhone 7+, 8+, X or XS (more phones will work with the feature in the future), Facebook recommends you keep your subject three to four feet away, and have things in the foreground and background. Distinct colors will make the layers separate better, and transparent or shiny objects like glass or plastic can throw off the AI.

Originally, the idea was to democratize the creation of VR content. But with headset penetration still relatively low, it’s the ability to display depth in the News Feed that will have the greatest impact for Facebook. In an era where Facebook’s cool is waning, hosting next-generation art forms could make it a must-visit property even as more of our socializing moves to Instagram.

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Fast-growing game engine startup Unity loses its CFO

Unity Technologies, the highly valued startup behind one of the most popular game development tools, lost its CFO Mike Foley last week, Business Insider (paywalled) reported.

A company spokesperson confirmed the CFO’s departure, saying it was a “friendly and mutual decision between both parties,” while also noting that the company was searching for a replacement and had some candidates and hoped to announce more details soon.

In a statement, Foley told TechCrunch, “I look forward to seeing Unity’s continued success under its strong leadership team.”

Unity has raised north of $600 million at a valuation over $3 billion, CEO John Riccitiello confirmed to us earlier this week. In an interview at our Disrupt SF 2018 conference, Riccitiello told TechCrunch that the company’s game engine platform now powers about half of all new games.

In April, Riccitiello told the publication Cheddar that the company was on the “general path” toward an IPO. “We’re not putting out dates but I do believe the company is strong enough financially to go public now.”

The company is not the only third-party game engine tool available for developers, but Unity has become a favorite for indie developers due in large part to the breadth of integrations for various game platforms and the ease of deploying to them. The game engine company was started 14 years ago scraped from the remains of a failed video game title, but has begun to grow rapidly in the past couple years particularly due to investor bullishness around AR/VR and the potential for a real-time rendering engine to shape everything from manufacturing design to autonomous systems training.

Update: A previous version of this article mistakenly stated that Foley left his position in June, rather than last week.

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Can Electronauts help make VR more social?

Virtual reality is an isolating experience. You power it up, strap the headset on and just sort of drift off into your own world. But maybe that doesn’t have to be the case. Maybe there’s a way to slip into a virtual world and still interact with your surroundings.

Electronauts presents an interesting example. Survios sees the title as a party game — something akin to what Guitar Hero/Rock Band was at the height of their collective powers, when people would set them up in their living room and invite friends over to play.

The new title has one decided advantage over those older games, however: It’s impossible to hit a wrong note. That’s kind of the whole point, in fact. Unlike the gamification of Guitar Hero/Rock Band, Electronauts is more experiential, designed to create remixes of songs on the fly.

I played a near final version of the title at a private demo in New York the other week, and mostly enjoyed the experience — my own personal hang-ups about doing VR in front of a room full of strangers aside. The experience has a very Daft Punk/Tron vibe to it as you operate a spaceship control while hurtling through psychedelic space.

There are several ways to interact with the basic track in the process, using the Vive or Oculus controller. The more complex tasks take some figuring out — I was lucky and happened to have the game’s creators in the room with me at the time. I suppose not everyone has that luxury, but the good news here is that the title is designed so that, regardless of what you do, you can’t really mess it up.

I can see how that might be tiresome for some. Again, there’s no scoring built into the title, so while it can be collaborative, you don’t actually compete against anyone. The idea is just to, well, make music. Hooked up to a big screen and a home theater speaker system, it’s easy to see how it could add an extra dimension to a home gathering, assuming, of course, the music selection is your cup of tea.

Here’s the full rundown of songs [deep breath]

  • The Chainsmokers – Roses (ft. ROZES)

  • ODESZA – Say My Name (ft. Zyra)

  • Steve Aoki & Boehm – Back 2 You (ft. WALK THE MOON)

  • Tiesto & John Christian – I Like It Loud (ft. Marshall Masters & The Ultimate MC)

  • ZHU & Tame Impala – My Life

  • ZHU & NERO – Dreams

  • ZHU – Intoxicate

  • 12th Planet – Let Me Help You (ft. Taylr Renee)

  • Netsky – Nobody

  • Dada Life – B Side Boogie, Higher Than The Sun, We Want Your Soul

  • Keys N Krates – Dum Dee Dum [Dim Mak Records]

  • Krewella & Yellow Claw – New World (ft. Vava)

  • Krewella – Alibi

  • Amp Live & Del The Funky Homosapien – Get Some of Dis

  • DJ Shadow – Bergshrund (ft. Nils Frahm)

  • 3LAU – Touch (ft. Carly Paige)

  • Machinedrum – Angel Speak (ft. Melo-X), Do It 4 U (ft. Dawn Richard)

  • People Under The Stairs – Feels Good

  • Tipper – Lattice

  • TOKiMONSTA – Don’t Call Me (ft. Yuna), I Wish I Could (ft. Selah Sue)

  • Reid Speed & Frank Royal – Get Wet

  • AHEE – Liftoff

  • BIJOU – Gotta Shine (ft. Germ) [Dim Mak Records]

  • Anevo – Can’t Stop (ft. Heather Sommer) [Dim Mak Records]

  • KRANE & QUIX – Next World [Dim Mak Records]

  • B-Sides & SWAGE – On The Floor [Dim Mak Records]

  • Gerald Le Funk vs. Subshock & Evangelos – 2BAE [Dim Mak Records]

  • Max Styler – Heartache (Taiki Nulight Remix), All Your Love [Dim Mak Records]

  • Riot Ten & Sirenz – Scream! [Dim Mak Records]

  • Fawks – Say You Like It (ft. Medicienne) [Dim Mak Records]

  • Taiki Nulight – Savvy [Dim Mak Records]

  • Jovian – ERRBODY

  • Madnap – Heat

  • MIKNNA – Trinity Ave, Us

  • 5AM – Peel Back (ft. Wax Future)

  • Jamie Prado & Gregory Doveman – Young (Club Mix)

  • Coral Fusion – Klip [Survios original]

  • GOODHENRY – Wonder Wobble [Survios original]

  • Starbuck – Mist [Survios original]

Can’t say I go in for most of those, but I can pick out a handful I wouldn’t mind sticking in rotation — Del the Funky Homosapien, DJ Shadow and the People Under the Stars, for instance. I wouldn’t be too surprised to see additional music packs arriving, as the company secures more licensing deals.

Meantime, Electronauts will be available on Steam for the Oculus Rift and HTC Vive, priced at $20. The PlayStation version will run $18. For those who want an even more public experience, it will be arriving in Survios’ 38 VR Arcade Network location.

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