The Virtual Arena: Streaming VR Comes Location-Based Entertainment

The Virtual Arena: Streaming VR Comes Location-Based Entertainment

The application of XR in the attractions and entertainment landscape is covered by industry specialist Kevin Williams. His latest column in Virtual Arena examines developments as the LBE sector increasingly adopts streaming VR technology to create a high-fidelity experience.

Zero latency
Image Credit: Zero Latency

While the establishment of location-based entertainment (LBE) is entering the international market. The application of the technology deployed within these facilities is constantly evolving. Evolving with the latest developments in the immersive entertainment industry. It is this innovation that makes the market a barometer of the latest trends that can play a role in defining the consumer application of this technology.

One of the biggest trends in LBE is the adoption of free-roaming experiences, as evidenced by the recent coverage in this column. But there have been technological advances that make it possible to significantly improve the VR experience with free-roaming and make it assessable for a wider audience with a greatly reduced cost-benefit ratio (removing cumbersome PC backpacks). Higher fidelity of VR experience goes beyond just the mobile processor of today’s standalone headsets. The developer of these low-latency 5G network applications has actively reached out to the LBE community for adoption.

What we mean by VR streaming is pushing high-fidelity VR straight into the latest headsets. Most of these implementations use a 5G connection between the host PC and a VR headset. This streaming infrastructure also supports updated positional tracking for multiplayer deployment. All this is supported by the latest Qualcomm XR2 standalone headsets, such as the HTC Focus 3, along with the latest systems from Varjo, Pico and Pimax, aimed at commercial applications, (as promised with the Meta Project Cambria, yet to be released). issued). This is technology that has been refined for business (SeriousVR) applications such as training, CAD design and now commercial entertainment.

High-end VR headsets

The application of this approach in entertainment has gained momentum. Recently, AT&T partnered with Warner Bros., Ericsson, Qualcomm, Dreamscape Immersive, Nvidia and Wevr to create an ambitious proof-of-concept immersive location-based experience. This was based on the already installed Harry Potter: Chaos at Hogwarts free-roaming VR experience opened at the Harry Potter Wizarding World location in New York. Now using AT&T’s 5G streaming technology and NVIDIA’s CloudXR, Dreamscape was able to create a prototype version of the experience in their testing facility that eliminated the need for the cumbersome PC backpacks and streamlined the experience. This development was a proof-of-concept to be able to offer their high-fidelity VR attraction based on this technology.

The ability for manufacturers in the LBE sector to upgrade to the latest technology is a benefit of owning the space. Where the consumer VR application is to drive customer penetration, LBE brings the technology to the player and upgrades accordingly. This is best illustrated by Zero Latency, a company that has been constantly on an iterative path with its free-roaming attraction. The company announced the move to ditch PC backpacks and move to streamed VR, but retain the hi-fi VR experience. The company is rolling out a new streaming system over a local Wi-Fi 6E network for players using HTC Focus 3 headsets. This technology should provide the high-end performance needed, as evidenced by their latest free-roam VR adventure, from Ubisoft, set in the world of far cry 3

Zero latency
Image Credit: Zero Latency

The growth in the deployment of VR entertainment facilities has seen the content providers adopt a streaming method as well. SynthesisVR, a location-based virtual reality platform for content distribution and facilities management, recently partnered with QuarkXR, a trusted provider of VR streaming solutions. On the road to providing all LBE VR arcade operators with a simple and automated VR streaming solution, which was not available before. A wireless VR game streaming solution has been created especially for the industry through this exclusive jointly developed solution, which connects the host PC and the Android VR headset. This allows VR arcade operators to take advantage of the capabilities of streamed VR applications, and the cost savings that come with it.

We are seeing many established LBE developers migrating to a streaming VR approach, such as with the announcement of the new ‘Hologate-X’ platform. Developed by industry leader Hologate, who launched its linked VR arena platform. Staying on the cutting edge of new development, the company has created its own streamed VR platform. Launching at their flagship Hologate-World location in Germany, the ‘Hologate-X’ attraction featuring the in-house developed game ‘SIGVRIED: Escape from Valhalla’ will provide streamed 5G network VR with low latency directly to headsets, enabling the four players can simultaneously explore the virtual world unencumbered. For the application, Hologate has added haptic vests along with feedback from the weapons the players are carrying. All supported by the 4D effects of the arena they play in.

Hologate - SigVRied
SIGVRIED: Escape from Valhalla. Image credit: Hologate

It is this ability to deliver such a high-fidelity VR experience, supported by physical 4D effects, that separates what is achievable with commercial immersive experiences from the casual consumer experience. This shows how VR streaming can provide users with a new level of VR experience. We look forward to reporting on further developments in streaming VR soon.