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WALTZ OF THE WIZARD: comparing the room-scale VR platforms Steam and Oculus Home Ghostline Data Insights www.ghostline.xyz MAY 1ST 2017 PUBLICATION: X94R3U8-002

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Page 1: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

WALTZ OF THE WIZARD: comparing the room-scale VR platforms

Steam and Oculus Home

Ghostline Data Insights www.ghostline.xyz

MAY 1ST 2017

PUBLICATION: X94R3U8-002

Page 2: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

ABOUT THIS REPORT

This report compares differences in audience and usage for Steam VR and Oculus Home releases of Waltz of the Wizard, based on anonymous usage data collected using Ghostline analytics in April 2017. The report is being released to help inform the broader VR development community of how VR hardware and platform capabilities can impact user experience and content functionality.

ABOUT WALTZ OF THE WIZARD

Waltz of the Wizard is a virtual reality experience created by Aldin Dynamics that lets players feel what it’s like to have magical powers. Players combine arcane ingredients into a boiling cauldron with the help of an ancient spirit trapped in a human skull, unleashing creative and destructive wizardry upon a fully interactive virtual world. The experience also allows players to travel to new places, finding themselves in mysterious circumstances full of detail and unforgettable atmosphere. Waltz of the Wizard is classified as compatible with standing play area setups, although it will be noted that it is designed for room-scale.

Originally designed for the HTC VIVE and released on Steam on May 31st 2016, Waltz of the Wizard has remained among the top 3 highest rated VR applications on Steam since December 2016. The experience was released on the Oculus Home platform with native integration for the Oculus Touch controllers on March 27th 2017.

98% 4.6 / 5STEAM RATING

OCULUS HOME RATING

WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©20172

Page 3: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

INTERESTING FINDINGS

14.9% OF OCULUS PLAYERS

USE 3 SENSORS AND 80.9% USE 2 SENSORS

(PAGE 6)

OCULUS PLAYERS EXPERIENCE 2X MORE TRACKING LOSS THAN

STEAM PLAYERS (PAGE 6)

36% OF STEAM PLAYERS USE PLAY AREAS LARGER THAN 6M2 COMPARED

TO ONLY 6% OF OCULUS PLAYERS (PAGE 5)

AVERAGE STEAM PLAY AREAS ARE 5.7M2 COMPARED TO

3.3M2 ON OCULUS (PAGE 5)

OCULUS TRACKING IS IMPROVED 2X WITH 3 SENSORS COMPARED TO

2 SENSORS (PAGE 6)

15.1% OF OCULUS PLAYERS USE AMD CPUS COMPARED TO 7.6%

OF STEAM PLAYERS (PAGE 7)

THE NVIDIA GTX 1070 IS THE MOST POPULAR GPU ON BOTH STEAM (27%)

AND OCULUS (19%) (PAGE 7)

10.9% OF STEAM PLAYERS ARE FROM CHINA COMPARED TO 0.3% OF OCULUS PLAYERS

(PAGE 4)

AVERAGE SESSION LENGTH OF 28 MINUTES IS THE SAME FOR

STEAM AND OCULUS. (PAGE 4)

3

m2

WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

Page 4: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

AUDIENCE

15.3%

1.1%1.4%

1.6%

2.0%

2.3%

2.9%

5.0%

7.9%

7.9%

52.6%US

Rest of the world

19.5%

1.7%2.0%

2.5%

3.0%

3.6%

5.1%

5.2%6.9%10.9%

39.6%

TOP 10 COUNTRIES

TOP 10 COUNTRIES

CN UK

FR

DE

CA

AU

RU

SEES

US

UK

DE

CA

FR

JP

AUES

RUNL

Rest of the world

AVERAGE SESSION LENGTH

28 min & 25 secAVERAGE SESSION LENGTH

28 min & 51 sec

4 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

Page 5: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

PLAY AREAS

0%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 120%

10%

20%

30%

40%

1 2 3 4 5 6 7 8 9 10 11 12PLAY AREAS IN SQUARE METERSPLAY AREAS IN SQUARE METERS

OCULUS PLAY AREA DISTRIBUTIONSTEAM VR PLAY AREA DISTRIBUTION

0%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 120%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 12

0%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 12

0%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 12

0%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 12

0%

8%

16%

24%

32%

40%

1 2 3 4 5 6 7 8 9 10 11 12

m2

1) 2)

3)

1) 2)

3)

PLAY AREAS FOR TOP 3 COUNTRIES PLAY AREAS FOR TOP 3 COUNTRIES

PLAY AREAS IN SQUARE METERSPLAY AREAS IN SQUARE METERS

PLAY AREAS IN SQUARE METERSPLAY AREAS IN SQUARE METERS

PLAY AREAS IN SQUARE METERSPLAY AREAS IN SQUARE METERS

UNITED STATES CHINA

UNITED KINGDOM

UNITED STATES

GERMANY

UNITED KINGDOM

5 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

+ +

++

+

++

+

Page 6: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

TRACKING LOSS

THE CELL This scene contains a secret ring that users can discover hidden in a hole in one of the walls. It

requires a relatively large play area to reach.

ELEVATED Elevated places users on a narrow bridge over a

deep chasm. There are small rocks by the user’s feet that can be thrown into the abyss. Reaching close

to the floor can often lead to loss of tracking.

THE TRIAL The Trial places users in another dimension where

their physical movements are observed and commented on by ominous humanoid characters. It does not require a large play area, but the scene

design encourages users to turn in a full circle (requiring 360 tracking).

2.7 seconds lost per minute

5.1 seconds lost per minute

0.8 seconds lost per minute

5.6 seconds lost per minute

1.9 seconds lost per minute

6.1 seconds lost per minute

1.1 seconds lost per minute

10.5 seconds lost per minute

CALCULATED BASED ON HOW VR SDKS REPORT TRACKING LOSS PER FRAME

0

4

7

11

14

1 2 3 4SECO

NDS

LO

ST P

ER M

INU

TE

SENSOR COUNT

CONSTELLATION SENSORS

TRACKING LOSS

6

OVERALL AVERAGE This represents the average tracking loss across all scenes of the experience. The scenes below are select parts of the experience, illustrating how the design of a virtual world can impact

tracking loss.

OWNERSHIP OF SENSORS

1.9%

2.3%

14.9%2X3X

4X

1X

80.9%

WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

Page 7: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

HARDWARE

i767.3%

i532.2%

i30.5%

INTEL CPU TYPES

AMD14.1%

NVIDIA85.9%

GPU TYPES

GPU CHIPSETS

CPU MANUFACTURERSAMD

15.1%

Intel84.9%

i768.4%

i531.2%

i30.3%

INTEL CPU TYPES

AMD13.3%

NVIDIA86.7%

12%4%

4%

6%

8%

8%11%

20%

27% 1) NVIDIA GeForce GTX 1070 (27%)2) NVIDIA GeForce GTX 1080 (20%)3) NVIDIA GeForce GTX 970 (11%)4) NVIDIA GeForce GTX 980 Ti (8%)5) NVIDIA GeForce GTX 1060 6GB (8%)6) NVIDIA GeForce GTX 980 (6%)7) Radeon (TM) RX 480 Graphics (4%)8) NVIDIA GeForce GTX 1060 3GB (4%)Others (12%)

GPU TYPES

GPU CHIPSETS

CPU MANUFACTURERSAMD7.6%

Intel92.4%

12%5%

5%

8%

7%

11% 14%

18%

19%1) NVIDIA GeForce GTX 1070 (19%)2) NVIDIA GeForce GTX 970 (18%)3) NVIDIA GeForce GTX 1080 (14%)4) NVIDIA GeForce GTX 980 (11%)5) NVIDIA GeForce GTX 980 Ti (7%)6) NVIDIA GeForce GTX 1060 6GB (8%)7) Radeon (TM) RX 480 Graphics (5%)8) NVIDIA GeForce GTX 1060 3GB (5%)Others (12%)

7 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

Page 8: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

BEHAVIOR

PHYSICAL MOVEMENT

10.3 meters per minute

PHYSICAL MOVEMENT

8.4 meters per minute

INTERACTIONS

16 button presses per minute

INTERACTIONS

14 button presses per minute

GAZE

2143° degrees per minute

GAZE

2255° degrees per minute

8 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

Page 9: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

GAMEPLAY ACTIONS

THREW SKULLY OUT THE WINDOW

4%

CROUCHED BY TABLE

55%

SHOT APPRENTICE

23%

LAID DOWN ON THE FLOOR

0.7%

PLAYED THE TRUMPET

37%

THREW SKULLY OUT THE WINDOW

5%

CROUCHED BY TABLE

75%

SHOT APPRENTICE

15%

LAID DOWN ON THE FLOOR

1.4%

PLAYED THE TRUMPET

41%

9 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017

Page 10: WALTZ OF THE WIZARDn3.sinaimg.cn/sina_vr/647a35e2/20170510/WanZhengBaoGao.pdf · 2017. The report is being released to help inform the broader VR development community of how VR hardware

For further information and press inquiries contact [email protected]

The grand vision for immersive experiences are believable worlds that make users feel as if transported to another reality. These are the types of experiences that Aldin has been striving towards since 2013, and the company has seen first hand just how many challenges there are in achieving even the simplest implementations of that vision. Interactive virtual realities are more complex than conventional software; they need to work with a diverse range of hardware, and take real-world factors into account such as user stature, physical agility and play area sizes.

Designing for VR and physical immersion is largely uncharted territory, presenting an entirely new range of development challenges and design factors. As a developer you have the power to invoke deeply emotional sensations as well as to cause unintentional physical discomfort. The smallest of details can make or break an experience. For this reason it is absolutely vital to pay careful attention to the user experience and ensure that your content is having the exact impact that you envision.

Ghostline revolutionizes the VR production process, measuring and visualizing new factors in VR user engagement to help ensure that the broadest range of users are having the best experience possible. For any type of VR content being created, Ghostline targets development efforts and offers invaluable insights into the complex relationship between user behavior, content design and VR system setups.

GHOSTLINE ANALYTICS FOR VR

www.ghostline.xyz

10 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED ©2017