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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
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
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
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
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
+ +
++
+
++
+
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
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
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
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
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