Most of the people making YouTube videos about virtual reality hardware and software are men, so it is refreshing to find a new (well, new to me, anyways) channel about VR run by two women, called Cas and Chary VR.
Last week, Cas published a 10-minute YouTube video tour of five less popular social VR platforms, explaining:
So we all know VRChat, Rec Room, [and] AltspaceVR. This video isn’t about these games. It’s about 5 others that you might have missed.
Videos like this are useful because they give viewers a look at platforms that they might not have had an opportunity to visit themselves. I was surprised to find that Sansar was a sponsor for this video. Cas says:
DISCLAIMER: This video was sponsored by Sansar. Per our guidelines, no review direction was received from them. Our opinions are our own.
I took the afternoon off work to catch the electronic violinist, Lindsey Stirling, perform a live show in Wave at 2:00 p.m. Central Time.
Lindsey wore a full-body 3D motion capture suit and special VR gloves, which allowed her to completely animate her avatar in Wave, from her head down to her feet (including each individual finger on her hands), as she played and danced!
The concert was wonderful! She played several of the songs from her soon-to-be-released album, Artemis, for the first time before a live audience. As she played, the stage around her would transform itself into different designs, and sometimes, particle effects (like red leaves) would swirl around her. It was a mesmerizing performance!
Here is the entire performance captured on YouTube. The special effects were wonderful, and they really added to the overall fantasy atmosphere! (They updated this video, so I reposted the link below so that it should start at the very beginning of the video. If it doesn’t work for you, just scroll back to the very start of this video to catch the start of Lindsey’s performance, thanks!)
I especially liked how people’s comments were displayed as bright lights at the intervals between songs, while Lindsey talked to the crowd in attendance (you can see all their avatars in parts of this performance). I’m assuming these were the comments posted by the YouTube viewers, but I’m not sure. It was a wonderful experience!
While I was busy blogging about other platforms, the music performance social VR platform TheWaveVR has renamed itself to, simply, Wave. (I will retag all my blogposts about TheWaveVR to date with the new tag Wave so they will still be easy to find.)
In the past, innovative musical artists such as Imogen Heap have performed in concerts on the social VR platform:
Electronic violinist Lindsey Stirling is putting on a new kind of interactive virtual concert, performing live to fans in avatar form. The concert, put on in collaboration with streaming platform Wave, will take place at 3 p.m. (EST) on Monday 26 August.
Stirling will perform through her avatar, powered by art body motion and face capture technology. Fans will also be able created their own avatars and attend the virtual show by downloading the Wave virtual reality (VR) app, supported by HTC Vive and Oculus Rift…
The show, streamed live from Wave’s Los Angeles studios, will be available to watch live via the artist’s YouTube channel and Facebook page, or Wave’s Twitch channel. Fans that miss the live performance can watch it back for 24 hours after premiere time.
In a video posted to Stirling’s official Twitter account, the musician can be seen wearing what appears to be an XSens 3D motion capture suit and Manus VR Gloves. This device captures Stirling’s movements and translates them into VR in real-time, allowing her to perform complex dance routines just as she would in real-life. While Stirling will be performing the entirety of the show, she’ll be doing so as her character “Artemis,” goddess of the moon and the protagonist of her latest album.
There’s been a very interesting discussion taking place today on the RyanSchultz Discord server. One of the regular contributors to the many conversations that take place there, Michael Zhang, pulled together the following information from Crunchbase:
Today I Learned: Building social VR, MMOs, and virtual worlds are a lot more expensive than I imagined!
-High Fidelity raised $72.9 million over five rounds and is struggling with their recent pivot to enterprise. -Rec Room raised $29 million over two rounds, $24 million only recently, so they lived off of $5 million for several years. -Altspace raised $15.7 million over three rounds, went bankrupt and shut down, then revived when bought by Microsoft. -Bigscreen raised $14 million over two rounds. -TheWaveVR raised $12.5 million over three rounds. -vTime raised $7.6 million over one round. -VRChat raised $5.2 million over two rounds. -JanusVR raised $1.6 million over two rounds. -Somnium Space raised $1 million over two rounds.
-Epic Games raised $1.6 billion over two rounds, $1.25 billion coming after Fortnite. -Mojang’s Minecraft launched in 2003, started making profits in 2007, earned $237.7 million in revenue by 2012, and sold to Microsoft for $2.5 billion. (Wikipedia) -Roblox raised $187.5 million over seven rounds. -Linden Lab’s Second Life raised $19 million over two rounds.
Then, another contributor named Jin put together this graph to illustrate how successful the various social VR platforms have been in raising venture capital (please click on this picture to see it in full size on Flickr, or just click here). As you can see, High Fidelity is far and away the leader in raising money!
(In comparison, Decentraland raised 24 million dollars in their initial coin offering. Jin also made a second chart including Decentraland, but I have not included it here because, unlike the other platforms, it does not currently support VR, and it is unlikely to do so anytime in the near future.)
Thank you to Michael Zhang and to Jin for their work!