7. VIVEPORT is VIVE’s
m a r k e t p l a c e
VIVE STUDIOS is VIVE’s
c o n t e n t g e n e r a t o r
VIVE X is VIVE’s
a c c e l e r a t o r
HTC VIVE is VIVE’s
t e c h n o l o g y
9. #Slide
VIVE Confidential. All Right Reserved 2016 www.websitename.com
The worlds leading computer
graphics, drafting, imaging, and
engineering companies are actively
bringing new VR design workflows
to market
9
THE INDUSTRY
15. APPLE VR
The new iMac Pro lets you do
more than just immerse yourself
in VR worlds. It lets you create
them from scratch.
BRAND RECOGNITION FOR HIGH-END VR
16. WIRELESS VR IS AN OPTION VERY SOON
WIRELESS SOLUTIONS
Cutting the cord.
17. VIVE TRACKER
Bring real objects into your
virtual world.
VIVE ECOSYSTEM CONTINUES TO GROW WITH VIVE TRACKER
30 second sizzle reel. Click bottom of slide to play.
Here’s why Vive is different
In the beginning content strategy really was, is it immersive, is it good, will you deliver?
Impact – Profitability
Always looking forward, we knew that non gaming content was the application that was going to change everything.
Vive eco-system overview
Year one: Proving high-end VR / introducing developer concepts
Year two: Building eco-system (Vive Ready, Tracker, Retail expansion, Developer success)
Year three vision: Early majority of consumers (because the foundational blocks are in place)
So let’s talk about those purchase obstacles for VR before we get to “early majority”
State of VR Stats slide
30 million users are one to 2 upgrades a way
1 hour play session on average
Average # of titles in library
Das Sales?
Enterprise adoption
Design: Banner all the way across the top.
Add DisplayLink
Purchase objections to VR today?
- PC
- AAA content
- Lack of consumer knowledge
- Tether / wireless
Selling VR?
Vive Ready:
- We hit roadblocks when we hit the “PC”
Vive Tracker:
- First accessories launch in July, which will enable developers to have easy ways to attach Vive Tracker to implement in their game. Wrist straps, foot straps, handles for guns / swords / etc.
We’ll have a developer 2.0 launch of Vive Tracker and we expect consumer launch in time for holiday. We want to ensure at least 50 VR titles have Vive Tracker integration at launch.
Intel:
At Computex we announced that HTC and Intel are collaborating to bring a WiGig-based wireless solution to Vive.
HTC will manufacture the solution and will grow cord-cutting options for the Vive
Expected avialbility early 2018.
For the first time this year, we’ll have true AAA content in VR with Fallout and Doom VFR.
There’s a misnomer in VR development that AAA has been missing.
– Diff gameplay, same character models
Sprint Vector – Raw Data developers… iterating very quickly
Retail channel, exposureApple VR:
- For the first time Apple has announced support for VR, and in particular, Vive
Vive was used at the WWDC conference this week to show creation tools for games, movies and more
Apple is targeting it’s 30 million installed developer base with an external GPU and a new iMac that supports VR
Grows base for Vive; We are discounting Vives during their beta preview in-box
Intel:
At Computex we announced that HTC and Intel are collaborating to bring a WiGig-based wireless solution to Vive.
HTC will manufacture the solution and will grow cord-cutting options for the Vive
Expected avialbility early 2018.
Flip to match the solve.
Apple = Brand recognition solve; Differentiating consumer VR (Biggest support and backers)
Where we go from here:
Vive Tracker:
- First accessories launch in July, which will enable developers to have easy ways to attach Vive Tracker to implement in their game. Wrist straps, foot straps, handles for guns / swords / etc.
We’ll have a developer 2.0 launch of Vive Tracker and we expect consumer launch in time for holiday. We want to ensure at least 50 VR titles have Vive Tracker integration at launch.
Apple VR:
- For the first time Apple has announced support for VR, and in particular, Vive
Vive was used at the WWDC conference this week to show creation tools for games, movies and more
Apple is targeting it’s 30 million installed developer base with an external GPU and a new iMac that supports VR
Grows base for Vive; We are discounting Vives during their beta preview in-box
Vive Ready:
Intel:
At Computex we announced that HTC and Intel are collaborating to bring a WiGig-based wireless solution to Vive.
HTC will manufacture the solution and will grow cord-cutting options for the Vive
Expected avialbility early 2018.
Why Tracker matters for VR & Retail
100 distinct pieces of tracker supported content by Q4
Unity and Unreal Engine Integration
SteamVR/VIVE Home Integration
Peripherals from 5 categories: Game, Handles, Straps/Mounts, Input, Gloves
Tracker developer kit available in November bundling several peripherals and multiple trackers (SteamVR 2.0)
What we’ve learned in past two years of selling Vive.
What we look for with a demo at retail –
We want to Enable our partners to tell the best stories they can, so we can showcase the best of VR though their eyes
Fun to play / watch
Room-Scale VR - We want to showcase the best, and we feel like room-scale does that
Exciting game mechanics
Core game mechanics done well
Don’t be creative for the sake of being creative. i.e If you come up with a new form of locomotion, make sure you have other options that are tried and tested.
Plus if it
Has a compelling use case
Able to tell a variety of stories
Able to fulfill all different play types and scenarios
LBE/Home/Retail
Best practices in a demo
The experience should be tailored to fit a 3-4minute window.
It should best represent the bulk of the interactive experience.
We recommend a simplification of the control or operating procedures that detract from the experience for the demo. (i.e. Raw Data implemented an ‘Auto Reload’ feature so users wouldn’t need to learn this mechanic in a short demo.
Details
Introduce control scheme within the first 30 sec.
Drop people into the ‘best’ 3-4 minutes without spoiling any late game story elements
Leave them wanting more at the end of the 3-4 minutes
If multiple position options are available focus on room-scale
Transition: So let’s talk about additional VR / Vive products to sell this year
For enterprise, we are seeing these buckets of trends.
Training (Medical, Trade)
Design and Collaboration
Storytelling
Virtual Showrooms
Virtual Tourism
We see significant investment in training experiences across a variety of industries.
At CES we showed Flaim Trainer, which is custom built for firefighter training.
But we see this across construction, medical, and more. We’re even looking into how to train retailers to sell VIVE, through VIVE.
Consumer-centric apps that educate users about their health, like YouVR.
OssoVR is a medical surgery training application, down to the scalpel and bonesaw.
Some companies are stepping their toes into social VR, from a consumer-first perspective (, BigScreen), but there’s a big opportunity for companies to jump into business collaboration.
How to present documents or even whiteboard within VR.
Immersion Truescale is one application we’ve seen recently. They have a consumer-based design application where you can build out an office space and modify it through VR.
We are working with a local government as well to produce city plans in VR, where they will show what a community will look like with various height restrictions.
Boeing has even used VR to showcase interior layouts.
And we’ve seen AEC firms develop their own custom in-house VR collaboration tools to aid their design.
Some companies are stepping their toes into social VR, from a consumer-first perspective (, BigScreen), but there’s a big opportunity for companies to jump into business collaboration.
How to present documents or even whiteboard within VR.
Immersion Truescale is one application we’ve seen recently. They have a consumer-based design application where you can build out an office space and modify it through VR.
We are working with a local government as well to produce city plans in VR, where they will show what a community will look like with various height restrictions.
Boeing has even used VR to showcase interior layouts.
And we’ve seen AEC firms develop their own custom in-house VR collaboration tools to aid their design.
PATH IS CLEAR
Major social experiences
Stats on growth
Multiplayer
Enterprise