Editorial: Why PCVR Is Still Too Far Away from Plug-and-Play for Broader Adoption by the General Public

Plug-and-play is a term often used to refer to something you can simply install by plugging it into one of the ports on your personal computer (usually USB), where it automatically sets itself up and it just works, right out of the box, without any fuss or futzing about. (I am old enough to remember the pre-USB days. Hell, I still remember in my high school days having to stick stacks of 80-character punchcards into card readers to submit programs! Yes, Auntie Ryan is as old as dirt, sweetheart!)

Over two days this week, I set up two new pieces of hardware in my office at the University of Manitoba Libraries: a brand new desktop personal computer with a high-end graphics card, and a new virtual reality headset tethered to it.*

Yes, I finally cut my very last tie to Facebook/Meta, gleefully packing up my old Oculus Rift headset, and uninstalling all traces of the Oculus software from my former PC before it goes on to its next owner! I doubt anyone will want the now-antiquated Rift, but at least my old PC should gladden the heart of whoever receives it!

And it struck me (as I was relaxing on the sofa today after a busy, sweaty, sweary Thursday and Friday) that over the past six years, I have set up no less than four different models of virtual reality headset:

My brand new Vive Pro 2: PCVR setup is still a pain in the ass

Of these, only the Quest was a wireless VR headset; the Oculus Rift, Valve Index, and HTC Vive Pro 2 are all what are collectively termed PCVR, that is, virtual reality headsets that require a cable to a high-end gaming computer in order to work. Of course, even the Quest could be turned into a PCVR headset with the addition of a cable and some extra software, something I eagerly tested out myself as soon as I could! However, the primary purpose of the Oculus Quest, both version 1 and version 2, was as a standalone device to be sold at a cheaper price, to entice more of the general public to dip their toe into VR waters, and get them hooked! (I have been reliably informed that Meta sells the Quest itself at a loss, in order to recoup that loss and earn the real profits through the sale of games and apps via the Oculus Store.)

However, PCVR is—still, six years after the first consumer models arrived on the marketplace—an absolute pain in the ass to get set up! Allow me to recount my experience of installing, configuring, and troubleshooting my PCVR setup this week.

In the box which contained my HTC Vive Pro 2 office kit, was a large paper document listing the dozens of cables and other parts, with a website address from which I could download a setup program, which was supposed to install all the software I needed, and walk me step-by-step through the setup of my VR headset and controllers. Despite install attempt after attempt, the setup program kept hanging at the 5/6th point, leaving me to attempt to piece everything together on my own.

I landed up spending over an hour in text chat with a support person on the Vive customer support portal, who talked me through a complete reinstall of all the software components (I never did get the step-by-step walk-through of device setup that I was expecting, which was disappointing).

I was supremely grateful for the friendly, reassuring and professional tech support person I was chatting with, however, and I commend Vive for making it quite easy to reach out for immediate help when I got stuck (quite unlike my previous horror-show of tech support when my Valve Index headset at home broke earlier this year). Don’t get me wrong; I still love my Valve Index, but my customer support experience in March 2022 was so horrible that I would hesitate to purchase another VR headset from Valve in future. Valve could learn a lot from Vive!

Valve Index: a wonderful product, but customer support needs improvement

Finally, I left work on Thursday evening with a fully working system after a full day of frustration, fussing and futzing! On Friday I returned to face a brand new set of challenges: installing various social VR platforms, and getting them to work properly with my new Vive Pro 2 setup. By the end of Friday, I finally had set up working access to VRChat, Neos, and Sansar, and in each I had my fair share of bugs and problems (partly because I was so unused to the Vive wand hand controllers, which take some getting used to). It was frustrating and exhausting.

Which brings me the point of this editorial rant: why, six years into the age of consumer virtual reality, is it still such a daunting task to set up a tethered virtual reality headset? How is it that you basically need the knowledge and expertise akin to someone at NASA Mission Control in to put a PCVR system together and get it working right the first time? It’s akin to asking people who want to drive to buy the car frame from one manufacturer, the interior seats and steering wheel from a second company, and the engine and transmission from yet another firm, and then giving them a set of IKEA instructions and a hex wrench and telling them, good luck, buddy!

I mean, if even I, with all my previous virtual reality and computer assembly experiences over the decades (and an undergraduate degree in computer science, to boot!) had trouble pulling everything together, what does that say about the average, non-technical consumer that just wants everything to work? Virtual reality in general, and PCVR is particular, is still way too far away from plug-and-play consumer friendliness, and the VR industry needs to address that hurdle before it can see more widespread adoption. If you want to throw money at a problem, throw some at this!!!

The one thing that the Quest still has going for it, despite its association with Meta’s sketchy embrace of surveillance capitalism, is this: out of all the VR setup experiences I have had to date, it was easily the closest to plug-and-play! (All I needed was a cellphone.)

Unfortunately, the closest possible competition to the Meta Quest in the wireless headset marketplace is being put out by Pico, which was recently bought out by TikTok’s owner ByteDance, which has similar, if not worse, consumer privacy issues. (I’m personally holding out for the innovative open-source LYNX VR/AR wireless headset project out of France. I just hope they don’t get crushed by the bigger players!)

Don’t get me wrong; I know that Steam, Vive, and Valve also collect customer data. It’s just a question of how much data, and how much you trust the companies collecting it. That why I have zero trust in Meta, and it’s also why so many people are watching carefully to see how and when Apple enters the VR/AR marketplace. (Apple is not perfect, but at least I trust them with my privacy. They also have a reputation for creating beautifully-designed, plug-and-play, consumer-friendly devices!)

Things are, as always, going to be interesting to watch over the next couple of years!

Wireless VR headsets are still the closest to the Holy Grail of plug-and-play
(Image by dlohner from Pixabay)

*For those of you who are interested in the specifications of my new work setup, here they are: a Dell Optiplex 7000, running Windows 10, with an Intel Core i7-12700 CPU with 32GB of RAM, and an NVIDIA GeForce RTX 3070 GPU, and an HTC Vive Pro 2 office kit (VR headset, 2 base stations, and Vive wand hand controllers).

Second Life is Looking for Beta Testers for its New Puppetry Feature: Control Your SL Avatar’s Face and Upper Body Movements Using Your Webcam!

This afternoon, Linden Lab (the makers of virtual world Second Life) made an announcement:

Wouldn’t it be cool if you could animate your avatar in real time? What if you could wave your arm and your avatar could mimic your motions?  Or imagine if your avatar could reach out and touch something in-world or perform animations?  Linden Lab is exploring these possibilities with an experimental feature called “Puppetry.”

We have been working on this feature for some time and now we are ready to open it up to the Second Life community for further development and to find out what amazing things our creators will do with this new technology.

The code base is alpha level and does contain its share of rough edges that need refinement, however the project is functionally complete, and it is possible for the scripters and creators of Second Life to start to try it out.

The animated GIF I copied from the Linden Lab announcement didn’t work in my blogpost, so I downloaded the video from their tweet below:

Now, Second Life is not the first flatscreen virtual world to announce such a feature (that would be Sinespace; I wrote about their Avatar Facial Driver back in 2018). At that time, Sinespace said that facial coverings such as glasses might interfere with the tracking. However, four years have passed and I have zero doubt that the technology has improved!

Linden Lab goes on to explain how the Puppetry technology works:

Puppetry accepts target transforms for avatar skeleton bones and uses inverse kinematics (IK) to place the connecting bones in order for the specified bones to reach their targets.  For example the position and orientation “goal” of the hand could be specified and IK would be used to compute how the forearm, elbow, upper arm, and shoulder should be positioned to achieve it. The IK calculation can be tricky to get right and is a work in progress. 

The target data is supplied by a plug-in that runs as a separate process and communicates with the viewer through the LLSD Event API Plug-in (LEAP) system.  This is a lesser known functionality of the Viewer which has been around for a while but has, until now, only been used for automated test and update purposes.

The Viewer transmits the Puppetry data to the region server, which broadcasts it to other Puppetry capable Viewers nearby.  The receiving Viewers use the same IK calculations to animate avatars in view.

For more details about the Puppetry technology, take a look at the Knowledge Base article Puppetry : How it Works

To my knowledge, this marks a major change in how avatars move in Second Life. One of the things which the newer generation of metaverse platform users (much more used to social VR platforms like VRChat) have found odd is that SL avatars rely so much on the playback of pre-recorded animations. (Keep in mind that SL does not support users in VR headsets, as it cannot reach the necessary frame rates to avoid VR sickness! There have been valiant attempts made over the years, however.)

If you are intrigued by this development and want to test it out for yourself, here are the details (it does sound as though you will need to be a bit of a computer geek to participate, at least in this open beta test period!):

The Puppetry feature requires a project viewer and can only be used on supporting Regions.  Download the project Viewer at the Alternate Viewers page.  Regions with Puppetry support exist on the  Second Life Preview Grid and are named: Bunraku, Marionette, and Castelet.

When using the Puppetry Viewer in one of those regions, if someone there is sending Puppetry data you should see their avatar animated accordingly.  To control your own avatar with Puppetry it’s a bit more work to set up the system.  You need: a working Python3 installation, a plug-in script to run, and any Python modules it requires.  If you are interested and adventurous: please give it a try.   More detailed instructions can be found on the Puppetry Development page.

We look forward to seeing what our creators do with the new Puppetry technology. Compared to other features we have introduced, it’s quite experimental and rough around the edges, so please be patient!  We will keep refining it, but before we go further we wanted to get our residents’ thoughts.

We will be hosting an open discussion inworld on Thursday, Sept 8 1:00PM SLT at the Bunraku, Marionette, and Castelet regions on the Preview Grid.    We’re also happy to talk about this at the upcoming Server User Group or Content Creator meetings.  Come by, let us know what you think, and hear about our future plans!

I for one will be quite excited to test this new feature out!

HOUSEKEEPING NOTICE: The RyanSchultz.com Blog Will Be on Hiatus During September 2022

Photo by GraceHues Photography on Unsplash

This is just a quick housekeeping note: my blogposts will be few and far between during the month of September! However, I will still be working with my co-producer and director, Carlos Austin, on the next couple of episodes of season two of the Metaverse Newscast (if you’re interested, you can watch episode 1 of season 2 here). Carlos and I have some exciting shows lined up for you!

The start of the Fall term is always a very busy period for me in my full-time paying job as a university science and agriculture librarian, and I hope you will understand that I can only do so much juggling at one time! Please rest assured that I will return to regular blogging once things are a little less hectic in my life. 😉

Book Review: The Metaverse, and How It Will Revolutionize Everything, by Matthew Ball

I am on holidays this week, and today I decided to set aside a couple of days to read through—and write a review of—a recently published book by the venture capitalist Matthew Ball, author of the Metaverse Primer and lead creator of the Ball Metaverse Index (whom I have written about before on this blog). The title of his new book is The Metaverse: and How It Will Revolutionize Everything.

Matthew Ball’s new metaverse book (image source)

As Matthew Ball writes in the introduction to his book:

In 2018, I began writing a series of online essays on the Metaverse, then an obscure and fringe concept. In the years since, these essays have been read by millions of people as the Metaverse has transitioned from the world of paperback science fiction to the front page of the New York Times and corporate strategy reports around the world.

The Metaverse: And How It Will Revolutionize Everything updates, expands, and recasts everything I’ve previously written on the Metaverse. The book’s core purpose is to offer a clear, comprehensive, and authoritative definition of this still inchoate idea. Yet my ambitions are broader: I hope to help you understand what’s required to realize the Metaverse, why entire generations will eventually move to and live inside it, and how it will forever alter our daily lives, our work, and how we think.

Yes, Ball capitalizes “Metaverse” throughout his book, which I find unnecessary and annoying. However, “Internet” was also usually capitalized in its earliest years of existence before most people settled on lower-case-i internet, so there is some precedent here.

It is not until chapter three, after a brief historical and philosophical discussion of the concept, that Matthew Ball provides his own definition of the metaverse (smartly leaving aside a discussion of blockchain until later on in the book):

A massively scaled and interoperable network of real-time rendered 3D virtual worlds that can be experienced synchronously and persistently by an effectively unlimited number of users with an individual sense of presence, and with continuity of data, such as identity, history, entitlements, objects, communications, and payments.

After laying the groundwork with history and definitions in the first four chapters, in Part II of his book Matthew Ball discusses in seven chapters the various components which he feels go into the building of a metaverse: networking, computing, virtual world engines, interoperability, hardware, payment systems, and blockchain technology.

In chapter 5 (Networking), Ball uses popular games such as Microsoft Flight Simulator to explain concepts such as network bandwidth and latency, and how game and metaverse companies work around such limitations. Chapter 6 covers the computational requirements and trade-offs in building the metaverse, while chapter 7 looks at virtual world engines such as Unreal and Unity. Chapter 8 addresses the thorny issue of metaverse interoperability and standards (i.e., the ability to take your avatar and its possessions from one virtual world to another). In chapter 9, Ball offers a concise overview of VR and AR hardware, calling it “the hardest technology challenge of our time”. Chapter 10 discusses a key component of the current and future metaverse, payment rails (e.g. credit cards, PayPal, Venmo) and the associated economics of buying and selling on metaverse platforms.

Finally, in chapter 11, Matthew Ball addresses the controversial and contentious issue of blockchain, cryptocurrencies, and Non-Fungible Tokens (NFTs), stating “some observers today believe that blockchain is structurally required for the metaverse to become a reality, while others find that claim absurd.” Obviously, this book was written well before the current crypto crash, but Ball attempts to write a balanced take on the subject, including an entire section about the various obstacles currently facing the blockchain. He wraps up this chapter by stating:

How much of the blockchain remains hype versus how much is (potential) reality remains uncertain—not unlike the current state of the Metaverse. However, one of the central lessons of the computing era is that the platforms that best serve developers and users will win. Blockchains have a long way to go, but many see their immutability and transparency as the best way to ensure the interests of these two constituencies [i.e., platforms and developers] remain prioritized as the Metaverse economy grows.

The real meat of this book is in Part III, subtitled “How the Metaverse Will Revolutionize Everything”. In it, Matthew looks into his crystal ball and makes some predictions about how the metaverse will develop and be used across a range of industries, including education, entertainment, fashion and advertising, lifestyle businesses—even sex and sex work!

Chapter 12 is a discussion of when the metaverse is going to arrive, which of course is entirely dependent upon the definition of a “metaverse”; as I have often said, Second Life (which does get a few passing mentions in this book) is the perfect model of a fully-evolved metaverse, which the newer companies building platforms would be wise to study, emulate, and learn lessons from. However, Ball tends to lean towards the assertion that the metaverse is not yet truly upon us, despite these early platforms.

In a subsection of Chapter 14 titled “Why Trust Matters More Than Ever”, in a discussion of corporate strategies, Matthew Ball writes the following:

My great hope for the Metaverse is that it will produce a “race to trust.” To attract developers, the major platforms are investing billions to make it easier, cheaper, and faster to build better and more profitable virtual goods, spaces, and worlds. But they’re also showing a renewed interest in proving—through policy— that they deserve to be a partner, not just a publisher or platform. This has always been a good business strategy, but the enormity of the investment required to build the Metaverse, and the trust it requires from developers, has placed this strategy front and centre.

In the final chapter of his book (Metaversal Existence), Ball broadens his view to discuss how the metaverse will impact society, and what policies might be necessary to address that impact. Matthew warns:

Misinformation and election tampering will likely increase, making our current-day complications of out-of-context sound bites, trolling tweets, and faulty scientific claims feel quaint. Decentralization, often seen as the solution to many of the problems created by the tech giants, will also make moderation more difficult, malcontents harder to stop, and illicit fundraising far less difficult. Even when limited primarily to text, photos, and videos, harassment has been a seemingly unstoppable blight in the digital world—one that has already ruined many lives and harmed many more. There are several hypothesized strategies to minimize “Metaverse abuse.” For example, users may need to give other users explicit levels of permission to interact in given spaces (e.g., for motion capture, the ability to interact via haptics, etc.), and platforms will also automatically block certain capabilities (“no-touch zones”). However, novel forms of harassment will doubtlessly emerge. We are right to be terrified by what “revenge porn” might look like in the Metaverse, powered by high-fidelity avatars, deepfakes, synthetic voice construction, motion capture, and other emergent virtual and physical technologies.

He adds, “for the same reasons the metaverse is so disruptive—it’s unpredictable, recursive, and still vague—it is impossible to know what problems will emerge, how best to solve those which already exist, and how best to steer it.”

Matthew’s book is packed full of interesting anecdotes, such as the following tidbit from chapter one:

Not long after Tencent publicly unveiled its vision of hyper-digital reality, the Communist Party of China (CCP) began its biggest-ever crackdown of its domestic gaming industry. Among several new policies was a prohibition on minors playing video games Monday through Thursday that also limited their play from 8 pm. to 9 pm. on Friday, Saturday, and Sunday nights (in other words, it was impossible for a minor to play a video game for more than three hours per week). In addition, companies such as Tencent would use their facial recognition software and a player’s national ID to periodically ensure that these rules were not being skirted by a gamer borrowing an older user’s device. Tencent also pledged $15 billion in aid for “sustainable social value,” which Bloomberg said would be focused on “areas like increasing incomes for the poor, improving medical assistance, promoting rural economic efficiency and subsidizing education programs.” Alibaba, China’s second-largest company, committed a similar amount only two weeks later. The message from the CCP was clear: look to your countrymen and women, not virtual avatars.

The CCP’s concerns about the growing role of gaming content and platforms in public life became more explicit in August, when the state-owned Security Times warned its readers that the Metaverse is a “grand and illusionary concept” and
“blindly investing [in it] will ultimately come back to bite you?“

While Ball sprinkles footnotes throughout his book, there were not nearly enough to satisfy this librarian! As I tell my students when doing information literacy training, footnotes are useful to find what sources the author refers to, so you can look them up yourself. For example, in chapter one he writes the following tantalizing but non-footnoted sentence, without further explanation:

Stephenson’s novels have been cited as the inspiration for various cryptocurrency projects and non-cryptographic efforts to build decentralized computer networks, as well as the production of CGI-based movies which are watched at home but generated live through the motion-captured performance of actors that might be tens of thousands of miles away.

Now, after reading that, wouldn’t you also like to know the source of this information, and the names of such productions? More footnotes, please! (Also, I’m not sure that “cryptographic” is the correct adjective here, as Ball seems to be using the term to refer to non-blockchain or non-cryptocurrency projects in this sentence.)

Also, while Ball is quick to use popular games such as Fortnite and Roblox to explain various terms and concepts throughout the book, I found it rather frustrating that he was not nearly as quick in drawing examples from the many metaverse platforms which already exist (e.g. VRChat, Rec Room, Sansar, NeosVR). I mean, this is a book about the metaverse; why not use more examples from existing social VR and virtual worlds? I know he’s a busy venture capitalist, but it makes me wonder how many metaverse platforms Matthew actually visited in his pre-writing travels. The book would have greatly benefited from that extra virtual legwork, if not by him then by his research assistants!

But these are picky little quibbles; overall, the book is an excellent introduction to the metaverse, and an informative overview for users new to the concept and wondering what all the recent fuss is about. Even those readers who have many years of experience with the metaverse will learn some new things which they did not know before. I can recommend this book, and I look forward to Matthew Ball’s future writing on the topic.


Thank you to the person who gifted me a copy of Matthew Ball’s book!