UPDATED: A Comparison Chart of Twelve Popular Social VR Platforms

UPDATE Nov. 25th: I have updated the comparison chart! You can see it here.

bigfive

From my recent blog reader poll results, I got the following results on who has created user accounts on which social VR spaces:

The “Big Five” social VR platforms

After Second Life and OpenSim, the next biggest section of the reader responses were these five newer social VR platforms:

  • Sansar (149 readers, 8.87%)
  • High Fidelity (145 readers, 8.63%)
  • VRChat (101 readers, 6.01%)
  • Sinespace (83 readers, 4.94%)
  • AltspaceVR (68 readers, 4.05%)

Not far behind were a few more newer competitors

  • Rec Room (54 readers, 3.22%)
  • Somnium Space (53 readers, 3.16%)
  • Bigscreen (35 readers, 2.09%)
  • Facebook Spaces (29 readers, 1.73%)
  • Oculus Rooms (26 readers, 1.55%)
  • vTime (20 readers, 1.19%)
  • TheWaveVR (16 readers, 0.95%)

So, I decided to draw up a detailed comparison chart of just these 12 social VR platforms. Note that in this chart, I excluded platforms that did not have VR support (e.g. Second Life, OpenSim-based virtual worlds).

I also did not dwell on technical details, such as the underlying game engine, user creation tools, etc. Instead, I focused on the three things of most interest to consumers:

  • How you can access the platform;
  • What options do you have for your avatar;
  • And whether you can go shopping!

This print on this chart is a little small to show up on the constrained width of this blogpost, so I saved it as a picture to Flickr. Just click on the chart below (or the link above) to see it in Flickr in full size. You can also use the Flickr magnifying glass to get an even closer look!

Social VR Platform Comparison Chart 22 Oct 2018

You can also download this chart from Flickr in any size up to its original size (1656 x 914 pixels).

If you feel I’ve made any mistakes, or left anything out, please leave me a comment below, thanks! I do hope that people who are trying to figure out which social VR spaces to explore will find this comparison chart useful.

UPDATE Oct. 23rd: Someone on the Virtual Reality subReddit has helpfully pointed out this thread on the official Sansar website’s Feature Requests section, where it would appear that Sansar does now work with Windows Mixed Reality headsets. Sansar user Vassay wrote in July 2018:

After Windows 10 April update, WMR headsets work with Sansar in full scale – meaning all the benefits, including moving your avatar. Tested and confirmed on several systems already.

One thing to be weary is that Sansar works with WMR headsets through SteamVR libraries, so some updates to SteamVR can sometimes break things. But from what I’ve seen, things are mostly stable and work correctly.

Happy VR to all 😉

Also, there is an interesting comment on the discussion thread about this chart over on the High Fidelity user forums:

Clothing in High Fidelity is doable, but is limited at this time to whichever avatar is was made for, since global clothing options isn’t really a thing.

So can you have clothing in High Fidelity? Yes, and not just attachments either. Apparently Ryan forgot that Menithal’s robes are completely separate, that items made in Marvelous [Designer] do work here, or that I had a greeter uniform before all greeters got one…

Menithal in Clothing.jpeg

To which I would reply: Yes, technically you can make clothing for your custom avatar in HiFi (if you have the skills), but there is still no default, dressable avatar for which you can buy clothing from the marketplace, like you already can in both Sinespace and Sansar. Note that I am making a specific distinction between actual avatar clothing that conforms to your body and the simpler avatar attachments (such as hats and wings) currently offered at the in-world stores in High Fidelity.

Second Update: It turns out that Windows Mixed Reality headsets will work with any SteamVR-compatible virtual world. High Fidelity users report they can use their Windows MR headsets to navigate very well in HiFi.

Conundrums: A Talk Show in Facebook Spaces

Andrew (my producer for our upcoming news show Metaverse Newscast) has alerted me to a talk show series filmed inside Facebook Spaces, created by Slate, called Conundrums:

In Conundrums, Slate’s live talk show in virtual reality, host Lindsey Weber takes celebrity guests on a surreal trip down memory lane. Using Facebook Spaces, the company’s new VR platform, Weber travels the world with guests from inside our studio, including trips to their home countries, their favorite beaches, and sometimes, even into space.

They seem to have stopped production after only 9 episodes, the last one dated December 2017. Even though I hate Facebook Spaces as a platform,  even I have to admit that Facebook Spaces works pretty well for this talk show format.

COnundrums 9 July 2018

You can check out all nine episodes at this link.

 

My Predictions For The Next Two Years

wyron-a-561710-unsplash
Photo by Wyron A on Unsplash

I’ve been hanging around virtual worlds of one kind or another for over a decade now. I’ve seen them come and go. Some were spectacular failures that provided lessons for other companies. Others just kind of meander along, not attracting very many users or ever becoming very big (like the multitude of OpenSim-based grids).

What usually happens in today’s hyper-competitive computer applications marketplace, is that one or two players in a particular market segment get big (e.g. Microsoft, MySpace, Facebook, and yes, in its own way, Second Life), and then continue to grow like a juggernaut, based on the network effect, while the smaller players in the marketplace fight each other over the leftovers. The ones who get big are usually, but not always, the early entrants into the field (Second Life is a prime example of that, although there were notable virtual worlds which were founded before it, like ActiveWorlds).

But social VR and virtual worlds are not a zero-sum game. Many consumers are frequent visitors to a number of different metaverse platforms, and many creators build and sell products in various virtual worlds. Right now, success in one VR-capable virtual world (e.g. VRChat) generates interest in other social VR spaces. As they say, “A rising tide lifts all boats”.

It’s still not clear where all this is going, but I’m willing to polish my crystal ball and make a few predictions of what will happen over the next two year period, from now until April 2020.

What I predict will happen, over the next two years, is that one of the Big Five computer companies:

  • Alphabet/Google
  • Amazon
  • Apple
  • Facebook/Oculus*
  • Microsoft

Is either going to launch their own social VR/virtual world/metaverse product, OR is going to buy one of the Big Four metaverse-building companies:

  • High Fidelity
  • Linden Lab (Second Life and Sansar)
  • Sine Wave Entertainment (Sinespace)
  • VRChat

(We’ve already seen this happen with Microsoft’s purchase of AltspaceVR.) We could also see a company buy out a virtual world, just to grab the programming talent, and then shut the world down completely (as Yahoo! did with the promising Cloud Party).

Now, there’s no guarantee that any of the Big Four companies WANT to be bought out by the Big Five. Perhaps instead of a buyout, a strategic partnership deal will be inked. But I bet you anything that it’s tempting for the bigger companies to buy their way into the evolving metaverse marketplace, rather than design something from scratch.

I also predict that a LOT of the new virtual world/social VR startups we see popping up are going to fail over the next two years. There’s a lot of virtual-reality-related (and especially blockchain-related) hype taking place, and some people are investing in startups that are risky. Some smaller companies have jumped into grand virtual-world-building projects without realizing the sheer magnitude of the work involved in creating a fully-featured, viable metaverse. I’m afraid that some investors are going to get burned.

I also predict that Sinespace and VRChat are going to pull ahead in terms of features, simply because they decided to build on top of the popular Unity game engine, and they can use all the cool Unity development tools that are popping up. By comparison, feature development on Sansar and High Fidelity will be slower, as they continue work in-house on their own engines.

And finally, I expect that Second Life’s 15th anniversary celebrations will entice some former users to dust off their old accounts and revisit the platform to see what’s new. It may well herald a renaissance for SL! At the very least, it will help stave off a slow decline in SL’s user concurrency figures.

*Sorry, but as I have said before, Facebook Spaces is not a palatable social VR/virtual world product. It can’t even come close to competing against what High Fidelity, Second Life, Sinespace and VRChat are currently doing. But I bet you anything that Facebook has other plans up their sleeve. They can still try to leverage off their 2-billion-plus Facebook network (not to mention 800 million Instagram users) to become a potential major disruptor in the evolving metaverse marketplace. I’m not counting them out yet!

Facebook Spaces: Look, New Avatars! Ryan: Yawn.

Apparently, Facebook Spaces is rolling out a new-and-improved update to their cartoony avatars. It’s disgusting to me how even the smallest Facebook Spaces announcement gets oceans of fawning press coverage, and this latest planned update is no exception.

As I have said before, I am not a fan of social VR apps that lock you into place:

But what Sansar, High Fidelity, and VRChat offer is an opportunity to let both VR and desktop (non-VR) users connect, in three-dimensional virtual worlds that you can actually move around in. And that’s what I consider true social VR. What’s the point of using a VR headset and being in an immersive, three-dimensional environment at all, if you’re just going to be locked into one place? 

So until Facebook Spaces fixes what I consider this fundamental flaw in its platform, I don’t especially care how much they try and tart up the avatars. As The Verge reports:

Of course, we’re a far ways off from the avatars of Ready Player One. Facebook Spaces still makes you look like a goofy cartoon, and that creates a somewhat off-putting effect when those avatars move in realistic fashion as the Rift headset tracks your head and hand motions. Facebook says it’s working to make the movements feel even more natural, so perhaps that will change for the better with this update. And the realism it seems will only get better over time.

Want to see the difference between before and after? Glad you asked. Here’s a picture from VentureBeat’s coverage:

Facebook Spaces Avatars Before and After 4 Apr 2018
Facebook Spaces Avatars: Before and After

Big whoop-dee-doo.

Even with the upgrade, the humanoid avatars in Sansar and Sinespace still look much, much better than Facebook Spaces. And of course, there are no limits to the many different kinds of avatars you can create in High Fidelity and VRChat if you have the know-how. (If Second Life has taught us nothing else over its fourteen-plus years of existence, it’s that people are heavily invested in the appearance of their avatars.)

And, more to the point, all four virtual world platforms I just mentioned—Sansar, High Fidelity, Sinespace and VRChat—allow you to move around freely in a three-dimensional environment, explore, break off into separate discussion groups, and interact not only with other VR headset users, but also non-VR (desktop) users. Facebook Spaces still can’t do that. (And no, I’m not counting the ability to video call friends without VR headsets via Facebook Messenger from within Facebook Spaces. That’s just plain stupid.)

Has Facebook learned nothing from the many other companies that are putting out more fully-featured social VR platforms, with much better-looking avatar options? Are they paying any attention at all? The continued lameness of Facebook Spaces, now a full year after its launch, continues to astound me. Sorry, but I’m seriously unimpressed.