Talk about the expansion of VR and AR content is great but the question beckons… How big is the access to funds needed to accelerate the production of VR/AR content? Perkins Coie tried to provide an answer with the survey among industry executives. The survey reveals some interesting, if not troublesome signs. Perkins Coie LLP is a legal firm providing a full array of corporate, commercial litigation and intellectual property legal services. It was ranked #42 among the highest-grossing U.S. legal firms and named one of the “100 Best Companies to Work For” for 14 consecutive years by FORTUNE magazine, 2003–2016. They teamed up with Upload VR, one
VR is mostly used in gaming and virtual reality simulations. But what if that can change? We all saw how it can be used in military, education, engineering etc. I think that next logical step is using VR and VR stories in the film industry. But the transformation rarely – if ever – goes the other way. An original VR piece was never been turned into a Hollywood movie. The director of the “Madagascar” series of animated films, Eric Darnell, and the veteran Hollywood producer Joe Roth are changing that. “Invasion!,” a six-minute animated VR short created earlier this year by Darnell and his company Baobab Studios, will
Google Daydream VR platform is set to launch in fall 2016, but only a select group of developers will be able to publish Daydream apps. Google Play store is limiting access until some point in 2017. While any Android developer can submit Cardboard applications to the Google Play store, Google decided to limit Daydream apps releases. Only developers are accepted into the Daydream Access Program (DAP) will be allowed to publish apps starting with October 4th, the day of Daydream launch. Everyone else will be allowed to publish apps “early next year.” Developers can apply now to join the DAP. The application form consists of some basic information gathering,
Even though they’re not the only VR headsets on the market, HTC Vive and Oculus Rift attract the most attention and command the mainstream media presence. When announced, Oculus Rift launch price of $599 presented a main advantage over HTC Vive’s $799. In markets such as the European Union, that price went as high as Euro 699 (Rift) vs. 899 (Vive). Translated into USD, $785 vs. 1010. From the very start, explanation for the Vive price was that the package enables “room scale VR,” with the included tracking solution (Lighthouse) and a pair of motion controllers, while the Oculus Rift only comes with a Microsoft Xbox controller.