![]() ![]() ![]() VR Nerds offers an example of LBE VR successfully spring boarding to consumer VR recognition and fueling a crossover interactive element. VR developers respondĭevelopers in LBE who have followed this path include Scale-1 Portal with their support of this route to market for their new "Voxel Arema" platform, along with Pixnami, with the "Hero Zone" platform, and Vietnamese developer Holomia, with its game "MissionX – VR Laser Tag." These are to be followed by others that will dip a toe into the waters of what this content storefront can offer LBE. Especially considering that, along with the approval process, there is an additional yearly subscription fee for headset operators and content developers.įor developers who do not have the manufacturing capability and want to use the Oculus Quest 2 headset, the need to support the Oculus For Business route is essential and, with that, support of the AppLab platform. To date, the jury was out on whether AppLab could be a portal for location based entertainment VR content to be downloaded by operators onto the Oculus For Business approved headsets. Oculus, owned by Facebook, has addressed this by launching its own semi-official "AppLab" portal for content. It is all well and good to sell VR hardware, but like any monster it needs to be fed, and available quality VR content is a difficult dish to serve. It is availability to that content which is the latest conundrum. The content download site is run by Valve, and Steam reported in January that half of VR users were downloading their content from the platform on an Oculus piece of hardware. There is a great interest in PC VR systems such as Valve's Index, and HP's Reverb G2 - while the mobile VR (standalone) scene has seen an amazing take-up of the Oculus Quest 2 headset after its launch in October. The lack of a serious installed base to support a consumer VR release has started to be answered by the latest generation of VR hardware. Several leading VR content providers and venue operators have started to invest in what is seen as "the virtual crossover," in the ability to utilize the amassed resources to support consumer VR owners, and also encourage interest in returning to the venues to try the commercial adaptations. In this time of changing demands, with an audience stuck at home, the need to pivot to offering consumer products while we wait for the amusement and attraction scene to regenerate, is a means to keep revenue coming in for many. ![]()
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