Author name: Rejus Almole

psvr-2-launch-day-games-revealed,-30+-titles-including-‘horizon’,-‘resident-evil-village’-&-‘gran-turismo-7’

PSVR 2 Launch Day Games Revealed, 30+ Titles Including ‘Horizon’, ‘Resident Evil Village’ & ‘Gran Turismo 7’

PlayStation has finally revealed its launch day (or rather “launch window”) titles for PSVR 2. Notable highlights include Demeo, Gran Turismo 7, Horizon Call of the Mountain, and Resident Evil Village, although there’s no word on when VR’s favorite block-slashing game is making the move to Sony’s next-gen VR headset.

First, here’s the list of guaranteed launch day games coming on February 22nd, 2023. Sgames are re-releasing completely, providing a paid pathway for upgrades, or coming as a free upgrade to players who already own the title for the original PSVR. We’ve put that info in bold for easier reading:

  • After the Fall (Vertigo Games)
  • Altair Breaker (Thirdverse)
  • Cities VR (Fast Travel Games)
  • Cosmonious High (Owlchemy)
  • Demeo (Resolution Games)
  • Dyschronia: Chronos Alternate (MyDearest Inc., Perp Games)
  • Fantavision 202X (Cosmo Machia, Inc.)
  • Gran Turismo 7 (via free update to PS5 version of GT7)
  • Horizon Call of the Mountain (Firesprite, Guerrilla)
  • Job Simulator (Owlchemy)
  • Jurassic World Aftermath (Coatsink)
  • Kayak VR: Mirage (Better Than Life)
  • Kizuna AI – Touch the Beat! (Gemdrops, Inc.)
  • The Last Clockwinder (Pontoco/Cyan Worlds)
  • The Light Brigade (Funktronic Labs, purchase includes PS VR and PS VR2 versions)
  • Moss 1 & 2 Remaster (Polyarc)
  • NFL Pro Era (StatusPro, Inc., free PS VR2 upgrade)
  • Pavlov VR (Vankrupt)
  • Pistol Whip (Cloudhead, free upgrade)
  • Puzzling Places (Realities.io, free upgrade)
  • Resident Evil Village (Capcom, via free update to PS5 version of RE Village)
  • Rez Infinite (Enhance)
  • Song in the Smoke (17 Bit)
  • STAR WARS: Tales from the Galaxy’s Edge (ILMxLab)
  • Synth Riders (Kluge Interactive, free upgrade)
  • The Tale of Onogoro (Amata K.K)
  • Tentacular (Devolver)
  • Tetris Effect: Connected (Enhance)
  • Thumper (Drool LLC)
  • Vacation Simulator (Owlchemy)
  • What the Bat! (Triband)
  • Zenith: The Last City (Ramen VR, free upgrade)

There are also a handful of “launch window” games announced, which are said to arrive “through March”:

  • The Walking Dead: Saints & Sinners: Ch. 2: Retribution (Skydance)
  • No Man’s Sky (Hello Games)
  • Creed: Rise to Glory – Championship Edition (Survios)
  • The Dark Pictures: Switchback (Supermassive)
  • Before Your Eyes (Skybound Interactive)

Curiously missing from the list is the promised Beat Saber, which again ranked as the top-downloaded game on PSVR this past year. PlayStation says in its big blogpost info dump that more games will be confirm their launch window availability up until February 22nd, so we’ll be updating this piece to reflect all of the launch content coming to PSVR 2.

PSVR 2 Launch Day Games Revealed, 30+ Titles Including ‘Horizon’, ‘Resident Evil Village’ & ‘Gran Turismo 7’ Read More »

eu-plans-to-defeat-china-and-us-in-clean-tech-battle

EU plans to defeat China and US in clean tech battle

At the World Economic Forum in Davos, the EU Commission head Ursula von der Leyen stressed the bloc’s need to boost its clean tech industry and increase its competitiveness against the US and China– amidst increasing trade tensions with both nations.

The International Energy Agency (IEA) estimates that the market for mass-manufactured clean energy tech will be worth around $650 billion a year by 2030 — three times more than today’s levels. And according to Von der Leyen, the targeted net-zero transformation is already causing tremendous industrial, economic, and geopolitical shifts — leaving the EU with a small window of opportunity to invest and gain leadership in the industry.

The newly-announced Green Deal Industrial Plan (GDIP) aims to make Europe “the home of clean tech.” To realize that, it focuses on four main points: the regulatory environment, financing, skills, and trade.


The first pillar will see the creation of a regulatory framework that will simplify and fast-track access to funding and permits, focusing on critical net-zero sectors such as wind, solar, and clean hydrogen. To support this, a new Net-Zero Industry Act will set clear goals for European clean tech by 2030. In essence, it will target investments on strategic projects along the entire supply chain.

“So far, the EU taxonomy has shortcomings, hindering the inclusion and growth of innovative players,” Dr Andreas Sichert — CEO of German clean tech company Orcan Energy — told TNW in response to the GDIP. “We must harness the small window to foster innovation and clean tech and ensure their quick scale-up by creating a fertilizing regulatory environment free of blockages.”

The plan’s second focal point is to drive up investment and financing of clean tech production. “To keep European industry attractive, there is a need to be competitive with the offers and incentives that are currently available outside the EU,” Von der Leyen noted.

For this reason, the bloc should temporarily adapt its state aid rules to make them faster and simpler for calculations, procedures, and approvals — such as the tax-break option. And to ensure funding support across the entire Union, the Commission will prepare a European Sovereignty Fund.

The GDIP will also aim for the growth of the skills and skilled workers needed to facilitate the transition. It will finally seek to promote global and open fair trade.

“For clean tech to deliver net zero globally, there will be a need for strong and resilient supply chains. Our economies will rely ever more on international trade as the transition speeds up to open up more markets and to access the inputs needed for industry,” the Commission’s chief said.

EU plan to boost clean tech industry
Clean tech is currently the fastest-growing investment sector in Europe – doubling its value between 2020 and 2021. 

While she highlighted international trade’s importance for the EU, she also stressed that “competition on net zero must be based on a level playing field.”

This echoes European concerns over the US Inflation Reduction Act (IRA) — a $369-billion clean tech subsidy package targeted for North American-made products. Since the act’s announcement, various EU leaders have voiced fears over its potential to discriminate against Union-based firms, or to lure them to the US.

“Our aim should be to avoid disruptions in transatlantic trade and investment. We should work towards ensuring that our respective incentive programmes are fair and mutually reinforcing,” Von der Leyen said.

The requirement for fair trade practices also targets China, which — according to the Commission chief — not only restricts access to its market for EU companies operating in the sector, but also encourages them to relocate there all or part of their production.

Von der Leyen expressed the EU’s willingness to find common solutions with both nations and foster beneficial partnerships. But balancing these relationships won’t come easy.

On the same day she addressed the World Economic Forum, Dutch tech industry group FME asked the Commission for “more unified action” on whether to support new US restrictions on chip exports to China, a key part of Washington’s strategy in its rivalry against Beijing.

The Netherlands is home to ASML Holding NV, a major European manufacturer of semiconductors. Some 15% of its sales went to China in 2021, translating into €2 billion in revenue, which means that adopting the US rules could negatively impact the country.

ASML Netherlands semiconductors
Inside ASML’s clean room where it manufactures lithography machines. Credit: ASML

Speaking to TNW, Mark Lippett — chip specialist and CEO of UK-based XMOS — stressed that China is “tightly woven” into the global semiconductor supply chain, meaning that “any nation must be very selective when it comes to restricting certain products’ sale to Chinese companies.”

‘When your company is owned by US interests, that balance is put under severe pressure,” he added. “To use ASML as a well-documented example, the company’s American management has instructed it to ‘refrain — either directly, or indirectly — from servicing, shipping or providing support to any customers in China until further notice.’”

According to Lippett, even though the EU could afford to compensate to a certain extent ASML’s loss, were it to exit the Chinese market, the expected protection from the European Chips Act would probably not come in time for companies completely dependent on China for revenue.

And while Von der Leyen proposed “de-risking” rather than “decoupling” when it comes to the Asian country, she stressed that the EU “won’t hesitate” to investigate unfair practices that distort the market.

Overall, the EU’s position in this situation is a balancing act between geopolitical interests and fast-tracking new initiatives while maintaining focus and funding of existing ones. It remains to be seen whether and how the new Green Deal Industrial Plan will advance Europe’s goal to become a clean tech leader, but it surely must find its balance before the window of opportunity is closed.

EU plans to defeat China and US in clean tech battle Read More »

this-is-what-the-future-of-coworking-should-look-like

This is what the future of coworking should look like

Picture this: a state-of-the-art community workspace within walking distance from home. A space you share with people not because you’re employed by the same company, but because of proximity. A professional atmosphere, but no office politics. Connection, wellness, and professional development are fostered through yoga classes, mentoring schemes and evening events, and an on-site daycare center supports parents of young children. The space is central to local life; reviving relationships and boosting businesses. Your community is reborn.

This is coworking 2.0.

For the remote work revolution to thrive, we need a viable alternative to the office — one that provides a sturdy life-work barrier, meaningful social connections and professional benefits, without forcing workers to sacrifice the flexibility and autonomy they’ve found at home. If we recognize the potential of this next generation of coworking spaces, we can have the best of both worlds.

Rewriting the rules

Roughly three million people use coworking spaces today; a fraction of the 3.45 billion global workforce. That’s why the debate around remote work since the start of the pandemic has been fixated on a home vs. office narrative. Alternatives to the office that aren’t isolated, lockdown-imposed homeworking have garnered little attention.

If we can take away one positive from the last two years, it’s that it has forced businesses into an age of hyper-testing. For the first time in generations, our inherent beliefs about where, how, and why we work are being questioned. Two hundred years since the original dedicated office buildings were created — when stagecoach was the most popular mode of transport — surely there must be a better way.

And there is. Pre-pandemic, most people couldn’t have imagined a world where coworking was mainstream, let alone treated as a public good. But now the pandemic has demolished the cultural barriers that were preventing remote work for many people, new and exciting possibilities are starting to emerge.

Community workspaces

Perhaps the problem lies in the term ‘coworking,’ conjuring images of tech bros and disastrous IPOs. But whilst the concept grew in startup land, the applications of local, shared work hubs spread well beyond its borders. Workforce digitization is increasing at a rapid rate, making non-home remote environments relevant to a diverse range of workers.

As we enter into the coworking industry’s next phase, I believe the term ‘community workspace’ better captures the wider array of uses and benefits.

What would the workforce look like if everyone could access these fully equipped community workspaces? Instead of organizing our lives around where our employers’ office happens to be, and suffering a soul-destroying commute to get there, we could be working amongst our families, friends, and neighbors, all just a stroll from home. What would this mean for our relationships, mental health, and local economies?

We don’t need abstract guesswork for an answer; evidence suggests that a radical restructuring of where and how we work could help combat loneliness (by providing a space to meet and connect with our community), lower our cost of living (due to the reduction of commuting and energy costs), tackle the burnout epidemic (by providing a work-life barrier), supercharge professional networking (through new contacts and mentoring opportunities), and even help to regenerate local areas (by spreading spending power across a wider geographic area).

Global examples

If you think this sounds like a utopian vision from a long-haired, bracelet-jangling digital nomad, you’re only half right; my proposal is far from intangible.

In Madeira, Portugal, entrepreneur Gonçalo Hall teamed up with local authorities to launch the world’s first digital nomad village. Created as a haven for remote workers to live and work together, Ponta do Sol attracts thousands of visitors each year, directly contributing more than €30m to the local economy so far.

Originally a dynamic tourism scheme, the project attracts talent and innovation. “The coworking space is the epicenter of the community and the whole nomad village concept, where people work, connect, run events and share their knowledge,” explains Gonçalo.

Ponta do Sol isn’t the only coworking project demonstrating that Coworking 2.0 is the natural next step towards a healthier, more sustainable, and inclusive future of work.

Across the pond in Tulsa, Oklahoma, Tulsa Remote is transforming the local economy by attracting thousands of digital workers to relocate to the trendy river city. Central to the success of the program is 36 Degrees North, a 70,000 square feet coworking palace, offering a high-quality workspace, helpful resources, and a diverse community. This has generated a staggering $572.5 million and thousands of jobs in the local community.

Meanwhile in rural Germany, Frederik Fischer is responding to the surge of independent work and a widespread desire for a better quality of life with Neulandia, where he wants to “kickstart a civic-led movement that lasts for years to come” and “create the culture of cooperation, participation, and sharing, that we so desperately need to tackle the challenges ahead.”

Neulandia achieves this by connecting remote workers with forward-looking rural communities, housing them in ‘KoDörfer’ (CoVillages); sustainably built residences which repurpose existing infrastructure into coworking areas. Over five years, participants in these communities have helped to regenerate towns across the country.

Beyond their shared focus on building meaningful communities, these initiatives all have in common the backing of local government stakeholders, who’ve recognized the application of community workspaces to drive positive local impact.

This support needs to be reflected at the highest levels of the EU and national governments if everyone is to experience the transformative power of Coworking 2.0.

Ahead of the trend is the Irish government, creating a platform called ConnectedHubs to simplify and streamline the process of sourcing desks and offices in coworking spaces. This initiative provides a vehicle for coworking providers to come together under a shared identity and build a powerful peer-to-peer community, exchanging knowledge and best practices.

Within 18 months of launching, they onboarded nearly 300 hubs — a speed almost unheard of by government standards. George Bullman, a coworking space provider and member of the ConnectedHubs network, says the, “initiative has linked many rural and urban communities together and created a sharing environment where support and help are always available.”

A space for everyone

While the advantages of remote working have been widely acknowledged, it’s important to remember that it’s not always just the preferable option — it’s the only option.

For some displaced people, remote work is the only way to generate a legal income. For individuals with physical and mental disabilities, a nine-to-five office job isn’t always possible. The same goes for parents who can’t afford childcare, and caregivers, such as a close friend of mine who looked after her terminally ill mother for two years.

In the UK alone, hybrid working could bring back almost four million people who were previously locked out of employment (including 1.5 million disabled people, 1.2 million parents, and 500,000 carers), according to a report from Virgin Media O2 Business and the Centre for Economics and Business Research (CEBR).

And that’s why community workspaces should be deemed a public good. The reality is that the traditional office model is deeply exclusionary, while remote work is fundamentally inclusive, and community workspaces – by improving the remote work experience — compounds its associated benefits. But for this to work, these spaces need to be geographically and financially accessible for all, otherwise only a small, relatively privileged group will continue to reap the benefits, magnifying pre-existing inequalities.

The next generation of community workspaces, with top-down support from governments, can benefit the entire tech-enabled workforce and society at large. There will never be a one-size-fits-all solution, of course. No one is suggesting coworking should fully replace home or office-based work. Ultimately, our goal should be to empower all workers to work where and how they work best.

Now, for the first time ever, there are no technical obstacles standing in the way. So what have we got to lose?

This is what the future of coworking should look like Read More »

another-ces-2023-gem:-next-gen-z-lens-waveguide-technology-by-lumus

Another CES 2023 Gem: Next-Gen Z-Lens Waveguide Technology by Lumus

Lumus has recently launched its Z-Lens AR architecture, which can help with the development of more compact AR glasses in the near future, thanks to efforts that reduced its micro-projector’s size by 50%.

Making its debut at the Consumer Electronics Show (CES) 2023, the new Z-Lens—which builds on the company’s Maximus 2D reflective waveguide technology—can be fitted with prescription lenses.

Lumus’ Waveguide Technology

According to the company, Lumus is currently the only brand that produces waveguides for outdoor use. Its luminance efficiency is 10 times better than those of Lumus’s competitors. Its design allows for a “true white” background and color uniformity. Moreover, the battery life of its micro-projector is 10 times better than other waveguides on the market.

The structure of the new Z-Lens  gives manufacturers more options regarding where to position the aperture or the opening where the light passes through. Lumus CEO, Ari Grobman, expressed optimism that this flexibility can lead to the creation of less bulky and more “natural-looking” AR eyewear.

“In order for AR glasses to penetrate the consumer market in a meaningful way, they need to be impressive both functionally and aesthetically,” said Grobman in a press release shared with ARPost. “With Z-Lens, we’re aligning form and function, eliminating barriers of entry for the industry, and paving the way for widespread consumer adoption.”

Z-Lens 2D Image Expansion

In AR glasses, the lenses that use Z-Lens reflective waveguides will serve as the “screen” onto which a tiny projector would display the AR image. Lumus’s lenses consist of waveguides or a series of cascading partially reflective mirrors. These mirrors are responsible for 2D expansion, widening the projected image horizontally and vertically.

Lumus Z-Lens new waveguide technology

Maximus’ patented waveguides reflect the light from the projector two times before the light bounces into your eye. The mini-projector—which is hidden in the temple of the eyeglass frame—has two components. First is a microdisplay that produces the virtual image and second is a collimator, which beams the light waves to the waveguide. The mirrors then reflect the light out of the waveguide to the user’s eyes.

“Our introduction of Maximus 2D reflective waveguide technology two years ago was just the beginning,” said Grobman. “Z-Lens, with all of its improvements unlocks the future of augmented reality that consumers are eagerly waiting for.”

New Z-Lens Standout Features

Lumus’s second-generation Z-Lens boasts a lightweight projector with a 2K by 2K vibrant color resolution and 3K-nit/watt brightness. The latter feature allows users to enjoy AR viewing in daylight or outdoors. Other AR lenses on the market feature sunglass-type tinting on their products to ensure that users can view virtual images. The absence of dark tints allows others to see the user’s eyes as if they’re wearing regular eyeglasses.

The first prototypes of Z-Lens have a 50-degree field of view (FOV). However, the company’s goal is to reach at least 80 degrees FOV in the future.

Z-Lens waveguide technology - Lumus

Here are the other qualities of the Maximus successor:

  • Eliminates ambient light artifacts or small light glares on the optical display that typically occur in AR eyewear.
  • Offers dynamic focal lens integration, which eases vergence-accommodation conflict (VAC). VAC can make images blurry because virtual objects appear closer to the eyes than their actual distance from them.
  •  Z-Lens architecture allows for direct bonding of optical elements for prescription glasses.
  • Provides more privacy through light leakage control. Third parties can’t view the displays seen by the wearer. Moreover, users don’t draw attention because Z-Lens don’t produce any “eye glow.”

“The Future Is Looking Up”

Waveguides already have practical applications in the military and medical professions, particularly among air force pilots and spinal surgeons. Lumus believes these wearable displays can someday overtake mobile phone screens and laptop monitors as hands-free communication tools.

“AR glasses are poised to transform our society,” Grobman said. “They feature better ergonomics than smartphones, novel interaction opportunities with various environments and businesses, and a much more seamless experience than handheld devices. The future, quite literally, is looking up.”

Another CES 2023 Gem: Next-Gen Z-Lens Waveguide Technology by Lumus Read More »

psvr’s-top-downloads-in-2022-betray-stagnation,-psvr-2-looks-to-change-that

PSVR’s Top Downloads in 2022 Betray Stagnation, PSVR 2 Looks to Change That

It’s more than a bit disheartening to see essentially the same top PSVR game downloads repeated throughout the years, although here’s to hoping this may be the last time we utter the names Beat Saber, Job Simulator, and SUPERHOT VR in sequential order as the upcoming platform’s best-performing titles.

The original PSVR has earned a well-deserved rest after more than six years of faithful service, no doubt. But on February 22nd, the company’s next-gen headset PSVR 2 is coming to town, which has the potential to shake things up a fair bit as the PlayStation begins charting titles created for its latest and greatest VR headset.

I’m hoping to consider this a bid farewell to the same ol’ top download chart, which seems to have stayed fairly stagnant for the past couple of years. Before we go further though, here’s the top PSVR downloads in 2022:

PSVR Top Downloads – 2022

US/Canada EU
1 Beat Saber Beat Saber
2 Job Simulator Job Simulator
3 SUPERHOT VR SUPERHOT VR
4 Creed: Rise to Glory Creed: Rise to Glory
5 Swordsman VR Sniper Elite VR
6 Astro Bot Rescue Mission Swordsman VR
7 Rick and Morty: Virtual Rick-ality Rick and Morty: Virtual Rick-ality
8 GORN Batman: Arkham VR
9 Batman: Arkham VR Arizona Sunshine
10 The Walking Dead: Saints & Sinners Astro Bot Rescue Mission

Notice anything familiar? With the exception of Sniper Elite VR, which actually released in 2021 (but critically didn’t rank among the top downloads that year), it’s nearly identical to the chart from 2021. Pretty much par for the course for the platform’s aging game library, it seems.

PSVR 2: Shifting to a More Experienced VR Gamer?

Notably, PSVR 2 doesn’t feature backwards compatibility, although many games on the chart above are either re-releasing on PSVR 2 or getting a free upgrade, so we’ll very likely see many of these titles persist in the charts for months to come.

Sony has also publicly announced a handful of PSVR 2 titles which may be strong contenders for the top spots in the coming months and years. Popular games and franchises include Resident Evil 4, Resident Evil Village, Horizon Call of the Mountain, Demeo, Crossfire: Sierra Squad, Firewall UltraAmong Us VR, 2MD: VR Football Unleashed All-Star, and Hello Neighbor: Search and Rescue just to name a few. We’re still waiting on an official list of launch day titles and a more concise understanding of what’s getting an upgrade, and what isn’t.

Granted, I said I’m hoping to consider this a bid farewell to the seemingly iron clad chart rankings, although there’s a good reason those top games performed so well on PSVR. The top three—Beat Saber, Job Simulator, and SUPERHOT VR—undoubtedly make for excellent first-time VR experiences for basically anyone. After all, PSVR was likely the first VR headset for many who already own a PS4, so a continued focus on casual VR content makes sense.

NoteBeat Saber has been confirmed for a PSVR 2 rerelease (possibly free upgrade, but Meta hasn’t said yet), while Job Simulator and SUPERHOT VR are still unconfirmed for PSVR 2.

It remains to be seen whether the ‘newcomers at the top’ paradigm plays out the same way with PSVR 2 though in the months and years to come. Many of the top games on PS5 appeal to a more mature gaming audience (in gaming ability, not age), which is reflected in the top 2022 downloads there: Call of Duty: Modern Warfare II, God of War Ragnarök, and ELDEN RING

Photo by Road to VR

A better analogue though for PSVR 2 may be Quest 2’s performance over the years, owing to its spot as essentially the largest VR platform for consumers. Many of the top titles on the monthly Quest charts present a better mix of casual drop-in titles and more lengthy adventures such as BONELAB, Moss: Book II, and The Room VR: A Dark Matter, which may mean the PSVR 2 chart may look very different indeed.

Still, for PSVR 2 to follow the same path, there needs to be an extensive mix of premium quality content for newcomers in addition to the top games repeated from the days of yore. Players will be looking for fresh casual content like Astro Bot Rescue Mission, PlayStation VR Worlds, and Creed: Rise to Glory—the sort of games you can plop family and friends into that they immediately understand and can play—in addition to needing a steady stream of ‘AAA’ level titles like Resident Evil Village and Horizon Call of the Mountain, two of the largest standouts PSVR 2 users will probably look to for the sort of graphical quality they’re used to on flatscreen.

In the end, it’s hard to say how things will shake out. Sony appears to be playing its PSVR 2 hype strategy more or less in the same way it did with PS5, i.e. not many exclusives and a softer launch than expected. That could have to do with the fact that the all-in price for a PS5 and PSVR 2 headset is around $1,100, which not only limits the number of prospective game sales by a fair bit, but could mean less first-party investment overall if the install base isn’t large enough. Whatever the case, we’re hoping to hear more about games and get a better understanding of launch day titles over the coming month leading up to its February 22nd launch.


What’s your opinion? Will future PSVR 2 charts look the same, be dominated by new casual content, or will we see more mature titles break in? Let us know in the comments below!

PSVR’s Top Downloads in 2022 Betray Stagnation, PSVR 2 Looks to Change That Read More »

ai-translation-firm-unveils-‘world-first’-timeline-to-singularity

AI translation firm unveils ‘world-first’ timeline to singularity

An Italian company has unveiled a novel method of measuring AI progress: analyzing improvements in machine translation.

Translated, a provider of translation services, used the approach to predict when we will achieve singularity, a vague concept often defined as the point where machines become smarter than humans.

The Rome-based business sets this milestone at the moment when AI provides “a perfect translation.” According to the new research, this arrives when machine translation (MT) is better than top human translations.

Translated’s analysis suggests this will happen before the end of the 2020s.

“[It will be] within this decade, at least for the top 10 languages in a context of average complexity,” Marco Trombetti, the company’s CEO, tells TNW. “The reality is that in some specific domains and in a few languages this has already happened. For some rare languages and domains it may never come.”

Marco Trombetti is a computer scientist, serial entrepreneur, and investor. In 1999 he founded Translated, which pioneered the use of artificial intelligence in the world of translation and is now the industry leader.
Trombetti, a computer scientist and entrepreneur, cofounded Translated in 1999. His customers today include Google, Airbnb, and Uber. Credit: Translated

Translated’s estimates are based on data taken from Matecat, a computer-assisted translation (CAT) tool.

The platform began life in 2011 as an EU-funded research project. Three years later, the system was released as open-source software, which professionals use to improve their translations.

Translated offers Matecat as a freemium product. In return, users provide the company with data that’s used to improve its models. 

To chart the path to singularity, Translated tracked the time users spent checking and correcting 2 billion MT suggestions. Around 136,000 professionals worldwide had made these edits across Matecat’s 12 years of operation. The translations spanned diverse domains, from literature to technical subjects. They also included fields in which MT is still struggling, such as speech transcription.

“Singularity is really close.

The data suggests that AI is rapidly improving. In 2015, the average time that world-leading translators took to check and correct MT suggestions was around 3.5 seconds per word. Today, that number’s down to 2 seconds per word.

At the current rate, the time will hit 1 second in around five years. At that point,  MT would provide the epochal “perfect translation.” In practical terms, it will then be more convenient to edit a machine’s translations than a top professional’s.

According to Trombetti, any task involving communication, understanding, listening, and sharing knowledge will become multilingual with minimal investment.

The exact date of when we will reach the singularity point may vary, but the trend is clear: it is really close,” he says.

When plotted graphically, Translated's TTE data shows a surprisingly linear trend
The “Time to Edit” metric assigns the quality evaluation to professional translators. Credit: Translated

Advances in MT require increasing computing power, linguistic data, and algorithmic efficiency. Consequently, the researchers had presumed progress would slow as singularity approached. To their surprise, the rate of development was highly linear.

If this momentum continues as predicted, Translated anticipates demand for MT to be at least 100 times higher. Workers may worry that their jobs will be automated, but they could also benefit. Translated forecasts at least a tenfold increase in requests for professional translations.

“All our customers who are deploying machine translation on a large scale are also spending more on human translation,” says Trombetti.

“Machine translation is an enabler in that it creates more interactions between markets and users that were not in contact before. This generates business, and business generates higher-quality content that requires professionals.”

Trombetti also expects new roles to emerge for elite translators.

“To get the best quality out of machine translation you need it to be trained by the best linguists. A significant volume of translations is required to train language models and fix errors in them, so I guess it’s likely that we’ll witness huge competition for the best translators in the upcoming years.”

“MT is a good predictor of what’s next in AI.

According to Translated, the new research is the first to ever quantify the speed at which we’re approaching singularity. The claim won’t convince every cynic, but MT is a compelling barometer for AI progress.

Human languages are notoriously tricky for machines to master. The subjectivity of linguistic meaning, the constantly evolving conventions, and the nuances of cultural references, wordplay, and tone can be elusive for computers.

In translation, these complexities must be modelled and linked in two languages. As a result, algorithmic research, data collection, and model sizes are often pioneered in the field. The Transformer model, for instance, was applied to MT many years before being used in OpenAI’s GPT systems.

“MT is simply a good predictor of what is coming next in AI,” says Trombetti.

If what comes next is singularity, the Italian entrepreneur anticipates a new era for global communication.

He envisions universal translators, all content becoming globally available, and everyone able to speak their native language.

His definition of singularity may be questionable, but its appeal is undeniable.

AI translation firm unveils ‘world-first’ timeline to singularity Read More »

digilens-announces-argo-–-its-first-mass-market-product

DigiLens Announces ARGO – Its First Mass Market Product

DigiLens has been making groundbreaking components for a while now. And, last spring, the company released a developers kit – the Design v1. The company has now announced its first made-to-ship product, the ARGO.

A Look at the ARGO

DigiLens is calling ARGO “the future of wearable computing” and “the first purpose-built stand-alone AR/XR device designed for enterprise and industrial-lite workers.” That is to say that the device features a 3D-compatible binocular display, inside-out tracking, and numerous other features that have not widely made their way into the enterprise world in a usable form factor.

ARGO AR glasses by DigiLens

“ARGO will open up the next generation of mobile computing and voice and be the first true AR device to be deployed at mass scale,” DigiLens CEO, Chris Pickett, said in a release shared with ARPost. “By helping people connect and collaborate in the real – not merely virtual – world, ARGO will deliver productivity gains across sectors and improve people’s lives.”

Naturally, ARGO is built around DigiLens crystal waveguide technology resulting in an outdoor-bright display with minimal eye glow and a compact footprint. The glasses also run on a Qualcomm Snapdragon XR2 chip.

Dual tracking cameras allow the device’s spatial computing while a 48 MP camera allows for capturing records of the real world through photography and live or recording video. One antenna on either temple of the glasses ensure uninterrupted connectivity through Wi-Fi and Bluetooth.

Voice commands can be picked up even in loud environments thanks to five microphones. The glasses also work via gaze control and a simple but durable wheel and push-button input in the frames themselves.

The DigiLens Operating System

The glasses aren’t just a hardware offering. They also come with “DigiOS” – a collection of optimized APIs built around open-source Android 12.

“You can have the best hardware in the world, hardware is still an adoption barrier, but software is where the magic happens,” DigiLens VP and GM of Product, Nima Shams, said in a phone interview with ARPost. “We almost wanted the system to be smarter than the user and present them with information.”

While not all of those aspirations made it into the current iteration of DigiOS, the operating system custom-tailored to a hands-free interface does have some tricks. These include adjusting the brightness of the display so that it can be visible to the user without entirely washing out their surroundings when they need situational awareness.

“This is a big milestone for DigiLens at a very high level. We have always been a component manufacturer,” said Shams. “At the same time, we want to push the market and meet the market and it seems like the market is kind of open and waiting.”

A Brief Look Back

ARPost readers have been getting to know DigiLens for the last four years as a component manufacturer, specifically making display components. Last spring, the company released Design v1. The heavily modular developers kit was not widely available, though, according to Shams, the kit heavily influenced the ARGO.

“What we learned from Design v1 was that there wasn’t a projector module that we could use,” said Shams. “We designed our own light LED projector. … It was direct feedback from the Design v1.”

A lot of software queues in the ARGO also came from lessons learned with Design v1. The headset helped pave the way for DigiOS.

DigiLens ARGO AR glasses

“Design v1 was the first time that we built a Qualcomm XR2 system, and ARGO uses the same system,” said Shams.

Of course, the Design v1 was largely a technology showcase and a lot of its highly experimental features were never intended to make it into a mass-market product. For example, the ARGO is not the highly individualized modular device that the Design v1 is.

The Future of DigiLens

DigiLens still is, and will continue to be, a components company first and foremost. Their relationship with enterprise led the company to believe that it is singularly situated to deliver a product that industries need and haven’t yet had an answer for.

“I’ve seen some things from CES coming out of our peers that are very slim and very sexy but they’re viewers,” said Shams. “They don’t have inside-out tracking or binocular outdoor-bright displays.”

With all of this talk about mass adoption and the excitement of the company’s first marketed product, I had to ask Shams whether the company had aspirations for an eventual consumer model.

“Our official answer is ‘no,’” said Shams. “Companies like the Samsungs and the Apples of the world all believe that glasses will replace the smartphone and we want to make sure that DigiLens components are in those glasses.”

In fact, in the first week of January, DigiLens announced a partnership with OMNIVISION to “collaborate on developing new consumer AR/VR/XR product solutions.”

“Since XR involves multiple senses such as touch, vision, hearing, and smell, it has potential use cases in a huge variety of fields, such as healthcare, education, engineering, and more,” Devang Patel, OMNIVISION Marketing Director for the IoT and Emerging Segment said in a release. “That’s why our partnership with DigiLens is so exciting and important.” 

Something We Look Forward to Looking Through

The price and shipping date for ARGO aren’t yet public, but interested companies can reach out to DigiLens directly. We look forward to seeing use cases come out of the industry once the glasses have had time to find their way to the workers of the world.

DigiLens Announces ARGO – Its First Mass Market Product Read More »

eu-unveils-data-driven-plan-to-make-shipbuilding-faster-and-cheaper

EU unveils data-driven plan to make shipbuilding faster and cheaper

EU unveils data-driven plan to make shipbuilding faster and cheaper

Ioanna Lykiardopoulou

Story by

Ioanna Lykiardopoulou

Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives. Ioanna is a writer at SHIFT. She likes the transition from old to modern, and she’s all about shifting perspectives.

The EU-funded Smart European Shipbuilding (SEUS) project launched this month, aiming to improve the shipbuilding process via computational tools.

The launch arrives as the maritime industry’s increasingly embraces digitization and automation, facilitated by rapid advancements in data science and software development.

SEUS is backed by a consortium of eight organizations from five European countries, representing different technologies and parts of the design and shipbuilding industry: computational tools development, industrially applied research, and end-users (i.e. shipyards).

These partners will work together to create a framework for data-driven shipbuilding. According to the project’s description, this will be realized through the development of a new integrated platform that incorporates “early and detailed ship design solutions,” “data management,” and “collaboration software.”

Specifically, the platform will build novel practices for human-centric knowledge management, data-driven AI design elements, intelligent technology, and an Industry 5.0 concept for shipbuilding. It will also reinforce the growth of a European workforce that is highly skilled in the integration and deployment of these new technologies.

The project’s ambition is to cut down engineering time by up to 30% percent reduction as well as achieve an up to 20% reduction in the time needed for assembly and construction at EU shipyards. If it succeeds, it’s expected to not only accelerate shipbuilding’s digital transformation, but also provide shipbuilders in the Union with a strong competitive advantage through cost- and time-savings in the design and production stages.

Finland’s Cadmatic, Contact Software in Germany, and Netherlands-based Sarc BV will be contributing to the technological expertise. Ulstein Group in Norway and Astilleros Gondan in Spain are the two joining shipyards. And three research institutes, the Norwegian University of Science and Technology, Turku University in Finland, and NHL Stenden University of Applied Sciences in The Netherlands, represent the academic partners.

SEUS is being funded by Horizon Europe, the EU’s flagship research and innovation program. The Union is providing approximately €7 million for its implementation.

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what-the-hell-is-job-boomeranging-and-why-is-it-trending-right-now?

What the hell is job boomeranging and why is it trending right now?

Not, in fact, a fun sports perk offered by tech companies eager to keep up with the latest in compensation trends, “job boomeranging” is actually a rising workplace trend. In a nutshell, it’s when a former employee bounces back to a previous employer.

The trend has been observed by experts such as Anthony C. Klotz, associate professor of management at UCL School of Management in London; Klotz is also responsible for coining the term, the “great resignation.”

One trend complements the other. The great resignation cohort left their jobs in droves during the pandemic: 47 million US workers quit their job in 2021. In France, resignations peaked towards the end of 2021 and, in the UK, job-to-job movement was at an all-time high between October and December 2021 as workers sought better work-life balance, more money, or a step up the career ladder.

Bounce back

Boomerangers, on the other hand, form part of a new movement that’s also being called the “Big Regret.”

Endless column inches have trumpeted the advantages of making a career move over the past couple of years, and anecdotal evidence from that friend-of-a-friend who did it and never looked back helped to make a compelling case too. Research also backed up workers’ rationales to ditch the day job and look elsewhere. According to Pew Research Center, 60% of workers switching jobs saw an increase in their real earnings.

For many workers––those for example, who may have been coasting along in “quiet quit” mode––or anyone who genuinely felt it was time to make a career change, the change has proved positive.

But there is a sizable cohort of people for whom that job switch hasn’t worked out as planned.

No regrets?

UKG, a workforce management platform, ran a survey across six countries in 2022. The company compared responses of 1,950 employees who quit their jobs since March 2020, with the responses of people managers who had people on their team resign.

Forty-one percent of people felt they quit their old job too quickly, and 43% of job quitters admitted that they were better off at their old job. Of those who weren’t quite feeling their new position, 62% agreed that their old job was, in fact, superior.

So can you ever go back? Professor of management Michael A. Campion looked at boomerang employees for a research paper called “Welcome Back? Job Performance and Turnover of Boomerang Employees Compared to Internal and External Hires,” in the Journal of Management.

“In an era when the average employee will work for many different employers during their career, however, organizations are becoming more open to rehiring former employees,” Campion says.

Changing mindset

There is evidence that employers were softening on this even before Covid-19. A 2015 study commissioned by The Workforce Institute showed a changing mindset around re-hires. Back then, 76% of HR professionals said they were more accepting of hiring boomerang employees than before.

In 2019, more than 10% of Microsoft’s hires were boomerangs, and at LinkedIn in the UK, 5% of all new hires in 2021 were actually former employees who returned to the company.

“Hiring former employees, who are a known entity, is thought to be less risky than hiring new employees. They are also familiar with the job, understand the organization’s culture and values, and may have relationships with existing employees,” Campion explains.

However, boomerang employees often don’t excel when they bounce back to a former employer. “Results suggest that boomerang managers’ performance tends to remain the same after being rehired,” he says.

Get re-hired

So how can you go about getting re-hired at your old firm, and boomerang back to your happy place? The first thing to do for the future is to always keep things cordial. Leaving your old job on a good footing is the most important factor in being able to go back as a rehire, so beware sending any critical all-hands emails, for example.

You’ll know fairly fast if your new role and company aren’t a fit––the company culture isn’t right, the job hasn’t worked out as planned, or you can’t get on with your new boss. If that’s the case and you can’t see yourself staying in your new position long-term, then get in touch with your old manager or the hiring team to check in. You want to get a sense of the lay of the land; if your contact will be well-received, and from there, you can open a wider dialogue.

If you’re still close to your previous boss, schedule a lunch or a coffee break. Tell them what’s going on, and explore whether there’s any opportunity for you to return.

It’s common to panic and want to go back to what you know. But do ask yourself some hard questions too. Do you want to return because it’s an easy option? Think about your previous experience with the company––and what motivated you to leave in the first place.

Before you accept any offer to boomerang back, make sure it’s one that gives you the chance to progress, prove yourself––and grow your career.

For more great opportunities in tech, visit The House Of Talent Job Board today

What the hell is job boomeranging and why is it trending right now? Read More »

new-waveguide-tech-from-vividq-and-dispelix-promises-new-era-in-ar

New Waveguide Tech From VividQ and Dispelix Promises New Era in AR

Holograms have been largely deemed impossible. However, “possible” and “impossible” are constantly shifting landscapes in immersive technology. Dispelix and VividQ have reportedly achieved holographic displays through a new waveguide device. And the companies are bringing these displays to consumers.

A Little Background

“Hologram” is a term often used in technology because it’s one that people are familiar with from science fiction. However, science fiction is almost exclusively the realm in which holograms reside. Holograms are three-dimensional images. Not an image that appears three-dimensional, but an image that actually has height, width, and depth.

These days, people are increasingly familiar with augmented reality through “passthrough.” In this method, a VR headset records your surroundings and you view a live feed of that recording augmented with digital effects. The image is still flat. Through techno-wizardry, they may appear to occupy different spaces or have different depths but they don’t.

AR glasses typically use a combination of waveguide lenses and a tiny projector called a light engine. The light engine projects digital effects onto the waveguide, which the wearer looks through. This means lighter displays that don’t rely on camera resolution for a good user experience.

Most waveguide AR projects still reproduce a flat image. These devices, typically used for virtual screens or screen mirroring from a paired device, often include spatial controls like ray casting but are arguably not “true” augmented reality and are sometimes referred to as “viewers” rather than “AR glasses.”

Some high-end waveguide headsets – almost exclusively used in enterprise and defense – achieve more immersive AR, but the virtual elements are still on a single focal plane. This limits immersion and can contribute to the feelings of sickness felt by some XR users. These devices also have a much larger form factor.

These are the issues addressed by the new technology from Dispelix and VividQ. And their material specifically mentions addressing these issues for consumer use cases like gaming.

Bringing Variable-Depth 3D Content to AR

Working together, VividQ and Dispelix have developed a “waveguide combiner” that is able to “accurately display simultaneous variable-depth 3D content within a user’s environment” in a usable form factor. This reportedly increases user comfort as well as immersion.

“Variable-depth 3D content” means that users can place virtual objects in their environment and interact with them naturally. That is opposed to needing to work around the virtual object rather than with it because the virtual object is displayed on a fixed focal plane.

VividQ 3D waveguide

“A fundamental issue has always been the complexity of displaying 3D images placed in the real world with a decent field of view and with an eyebox that is large enough to accommodate a wide range of IPDs [interpupillary distances], all encased within a lightweight lens,” VividQ CEO, Darran Milne, said in a release shared with ARPost. “We’ve solved that problem.”

VividQ and Dispelix have not only developed this technology but have also formed a commercial partnership to bring it to market and bring it to mass production. The physical device is designed to work with VividQ’s software, compatible with major game engines including Unity and Unreal Engine.

“Wearable AR devices have huge potential all around the world. For applications such as gaming and professional use, where the user needs to be immersed for long periods of time, it is vital that content is true 3D and placed within the user’s environment,” Dispelix CEO and co-founder, Antti Sunnari, said in the release. “We are thrilled to be working with VividQ.”

When Waveguides Feel Like a Mirage

Both companies have been building toward this breakthrough for a long time. Virtually every time that APost has covered Dispelix it has at least touched on a partnership with another company, which is typical for a components manufacturer. New product announcements are comparatively rare and are always the result of lots of hard work.

“The ability to display 3D images through a waveguide is a widely known barrier to [a compelling AR wearable device],” VividQ Head of Research, Alfred Newman, said in an email. “To realize the full capability, we needed to work with a partner capable of developing something that worked with our exact specifications.”

Of course, those who have been following immersive tech for a while will understand that a long time working hard to achieve a breakthrough means that that breakthrough reaching the public will require working hard for a long time. Devices using this groundbreaking technology might not reach shelves for a few more calendar pages. Again, Newman explains:

“We license the technology stack to device manufacturers and support them as they develop their products so the timeframe for launching devices is dependent on their product development. …Typically, new products take about two to three years to develop, manufacture, and launch, so we expect a similar time frame until consumers can pick a device off the shelf.”

Don’t Let the Perfect Be the Enemy of the Good

Waiting for the hardware to improve is a classic mass adoption trope, particularly in the consumer space. If you’re reading that you have to wait two to three years for impactful AR, you may have missed the message.

There are a lot of quality hardware and experience options in the AR space already – many of those already enabled by Dispelix and VividQ. If you want natural, immersive, real 3D waveguides, wait two or three years. If you want to experience AR today, you have options in already-available waveguide AR glasses or via passthrough on VR headsets.

New Waveguide Tech From VividQ and Dispelix Promises New Era in AR Read More »

the-20-best-rated-&-most-popular-quest-games-&-apps-–-january-2023

The 20 Best Rated & Most Popular Quest Games & Apps – January 2023

While Oculus doesn’t offer much publicly in the way of understanding how well individual games & apps are performing across its Quest 2 storefront, it’s possible to glean some insight by looking at apps relative to each other. Here’s a snapshot of the 20 best rated Oculus Quest games and apps as of January 2023.

Some quick qualifications before we get to the data:

  • Paid and free apps are separated
  • Only apps with more than 100 reviews are represented
  • App Lab apps are not represented (see our latest Quest App Lab report)
  • Rounded ratings may appear to show ‘ties’ in ratings for some applications, but the ranked order remains correct

Best Rated Oculus Quest 2 Games & Apps – Paid

The rating of each application is an aggregate of user reviews and a useful way to understand the general reception of each title by customers.

Rank Name Rating (# of ratings) Rank Change Price
#1 The Room VR: A Dark Matter 4.89 (12,079) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $30
#2 Moss: Book II 4.88 (465) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1 $30
#3 Puzzling Places 4.88 (1,571) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1 $15
#4 Walkabout Mini Golf 4.87 (9,181) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $15
#5 I Expect You To Die 2 4.84 (2,571) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $25
#6 DYSCHRONIA: Chronos Alternate 4.82 (357) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $20
#7 Swarm 4.81 (2,232) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1 $25
#8 Vermillion 4.81 (599) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 3"}">↑ 3 $20
#9 I Expect You To Die 4.8 (5,065) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 4"}">↑ 4 $25
#10 Moss 4.8 (6,291) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 2"}">↑ 2 $20
#11 COMPOUND 4.8 (284) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 3"}">↑ 3 $20
#12 The Last Clockwinder 4.8 (492) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 4"}">↑ 4 $25
#13 Red Matter 2 4.8 (960) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 3"}">↓ 3 $30
#14 Cubism 4.8 (771) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 1"}">↑ 1 $10
#15 Arcaxer 4.8 (137) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 8"}">↓ 8 $25
#16 Ancient Dungeon 4.79 (692) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 7"}">↓ 7 $20
#17 Ragnarock 4.79 (1,150) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $25
#18 YUKI 4.78 (209) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↑ 3"}">↑ 3 $20
#19 Pistol Whip 4.78 (9,187) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"↓ 1"}">↓ 1 $30
#20 Into the Radius 4.78 (2,663) 0,”↑ “&abs(R[0]C[-7]),R[0]C[-7]<1,"↓ "&abs(R[0]C[-7])))" data-sheets-value="{"1":2,"2":"≡"}">≡ $30

Rank change & stats compared to December 2022

Dropouts:

PatchWorld – Make Music Worlds

  • Among the 20 best rated Quest apps
    • Average rating (mean): 4.8 out of 5 (±0)
    • Average price (mean): $23 (±0)
    • Most common price (mode): $25 (−$5)
  • Among all paid Quest apps
    • Average rating (mean): 4.2 out of 5 (±0)
    • Average price (mean): $20 (±$0)
    • Most common price (mode): $20 (±$0)

Continue on Page 2: Most Popular Paid Oculus Quest Apps »

The 20 Best Rated & Most Popular Quest Games & Apps – January 2023 Read More »

2022-was-a-plateau-year-for-vr,-here’s-what-to-expect-in-2023

2022 Was a Plateau Year for VR, Here’s What to Expect in 2023

The end of 2022 marks more than a decade since the Oculus Kickstarter sparked the modern era of VR. While the space has undoubtedly grown tremendously since then, 2022 felt largely like a plateau year, with Meta standing unchallenged as the dominant player in the space—while progressing disjointedly in too many directions at once. But with new headsets, promising new content, and a looming heavyweight positioned to challenge Meta all on the horizon, 2023 could big a much bigger year for the VR space.

The 2022 Plateau

2022 wasn’t a bad year for VR by any means, but for the most part the status quo remained unchanged.

There’s no doubt that Meta has been the central pillar of the VR space in 2022, having pivoted its attention in a very public way by renaming the entire company to Meta just before the year began. The company’s Quest 2 headset has retained its position as the most popular headset on the market, even becoming the most-used headset among PC VR players, despite Meta having all but abandoned PC VR as a platform.

Despite its dominance (or perhaps because of it), Meta has continued to make very good hardware while struggling deeply with its software. Though Quest 2 is certainly more capable than similar products, the user experience is disjointed and unrefined. The Quest Pro only continued this trend; the high-end headset brings a range of impressive improvements to the hardware along with new sensing capabilities, but its new features are significantly hampered by an undercooked software offering.

Regardless of various missteps, Meta is undoubtedly doing the most to keep VR afloat right now. Quest 2 is an affordable headset that’s created a large enough market of users that developers are finding growing success on the platform. In 2022 that’s meant that many developers have begun or continued to treat Quest 2 as their highest priority platform. To that end, we saw many ports of existing VR games coming to Quest 2, and most new releases being either Quest 2 exclusive, or on Quest 2 and some other platforms.

Unfortunately Meta’s dominance has meant that much of the air in the room as been sucked away from other parts of the VR space that were once key pillars.

Despite the release of new and updated enthusiast PC VR headsets, the platform has stagnated due to the content focus shifting away from PC VR. Many of the games released this year on PC VR were designed first and foremost for Quest 2, which means many lacked the scale and polish that resonates with enthusiast PC VR users.

Valve’s seeming disinterest in VR ever since the release of Half-Life: Alyx back in 2020 hasn’t helped either. The company continues to sell its 2019 headset for the same price that it was charging on day one, with no official confirmation that it has plans to do anything major in the VR space (hardware or software) in the near future. Sony’s PSVR1, meanwhile, has largely lost any remaining relevance since the announcement of the upcoming PSVR 2.

On the Horizon for 2023

But there’s lots of interesting things on the horizon for VR in 2023. Crucially we may see some real competition for Meta from several different angles, which is sorely needed to keep the company (and the industry at large) on a steady course toward making VR a more valuable platform in order to increase mainstream viability.

First Up

The biggest near-term event for the VR industry in 2023 will be the launch of PSVR 2 in February. Although Sony has technically continued selling its original PSVR headset over the years, it’s been on the market for more than six years now—and gained ‘last-gen’ status well before that.

Given all that time between—and that the company isn’t bringing its exclusive VR content forward to the new headset—the upcoming launch of PSVR 2 feels like a re-entrance into the VR market for Sony rather than a continuation. But now that the company has made the commitment, they’ll likely put strong support behind the headset for at least a few years.

Importantly, as a console maker, Sony knows well that ‘content is king’, and we can expect to see a new slate of quality VR content funded by the company, some of which could make it onto other headsets. Sony’s original PSVR is still home to some of the best exclusive VR games in the industry, made by its own first-party studios; at a minimum it would be nice to see those top titles updated and improved for PSVR 2, and better yet it would be great to see Sony setting its first-party studios to the task of creating high quality VR content once again.

But PSVR 2 only represents pseudo-competition for Meta, since the headset only appeals to those that already own a PS5 (or who are willing to buy a PS5 just to get the headset).

Real Competition for Meta?

On the other hand, some real competition from the likes of Pico and HTC may be on the way.

On the high-end, HTC’s newly announced Vive XR Elite is clearly positioned to compete with Meta’s Quest Pro. With most of the same essential features, but a lower price point ($1,100 vs. $1,500), the Vive XR Elite at least looks at face value like an alternative choice for those looking for a more compact VR headset with improved passthrough AR capabilities.

And on the low-end, Pico’s recently launched Neo 4 is the first such headset that is truly competing on price with Quest 2. Priced at €20 or €50 less than Quest 2 (depending upon storage capacity), looks like a real alternative. Granted, the company has yet to formally bring its headset to the United States—Meta’s home turf.

But… both Vive XR Elite and Pico Neo 4 share a common problem, and that’s content.

A Big Moment for Content Momentum

Regardless of specs and price, unless the content that users want is available on these headsets, they are difficult to consider real options (and thus real competition). As of now, both headsets lack many of the best-selling and most-played killer apps that are available on Meta’s Quest headsets.

But that could finally be changing. Compared to prior alternative standalone headsets, XR Elite and Neo 4 have a much more significant and recognizable body of content than we’ve seen in the past. If more developers recognize the benefit that both they and consumers alike would see from having a more competitive standalone market… perhaps this could be the start of an important sea change in the industry.

The Elephant in the Room

Of course the single biggest elephant in the room has been and will continue to be Apple. It seems that every month we get a new rumor about when the company will enter the market, with the only certainty being that the company is definitely hard at work on something—though no one knows precisely when they will announced it, let alone launch it.

Apple, more than any other company in the world, has the potential to disrupt Meta at its own game by releasing an XR headset with a highly polished user experience… something the social-media-turned-metaverse company (and frankly the VR industry at large) has struggled with.

Make no mistake, Apple’s entrance into the XR space will have wide reaching implications practically overnight—both within the XR space and outside of it.

Look for UX Innovation, Not a Hardware Breakthrough

But nobody should be expecting hardware breakthroughs from Apple. The company is stuck with the same (largely physical) constraints as the rest of the major players in the industry. Whatever device they launch is likely to have similar specs and form-factor to what the latest headsets we see on the market today. More importantly however, Apple is likely to contribute key software design, device interoperability, and overall UX learnings that other companies in XR have consistently struggled with.

While Apple is certainly a threat to the likes of Meta, the company’s entrance into the market is also likely to be a boon for Meta overall; not only will it be a validation of Meta’s early and ambitious bet on the space, but the best XR design concepts revealed from within Apple will be adopted for the betterment of the industry at large. For Meta, Apple’s entrance into the space can’t come soon enough.

Meta Faces the Same Old Struggles

While Quest 2 has been more widely adopted than any other standalone headset, user retention continues to be an issue. Not only due to substandard UX, but also the headset being stuck in an arcade phase where years-old games like Beat Saber, Superhot VR, and Job Simulator continue to be among the most popular games on the platform—seemingly signaling that only a small amount of compelling new content has reached the headset in the years since Quest 2 has launched. Meanwhile, the headset most enthusiastic userbase—core gamers—is underserved, waiting for the sort of large-scale and highly polished content that they expect from the traditional gaming space.

As for Meta’s 2023… outside of the Apple wildcard, the company has confirmed that it’s working on a next-gen consumer headset due out this year, which is very likely to be Quest 3. And while the company has some pretty wild R&D projects in the oven, more likely than not, Quest 3 will adopt core parts of the Quest Pro headset rather than offering some kind of major leap in features or form-factor.

Last But Not Least

As for PC VR, the only thing keeping the platform alive is an enthusiast player base that’s hungry for greater immersion and starved for next-gen VR content. Unfortunately with so much attention focused on standalone VR by platform holders and developers, PC VR in 2023 will be largely stuck with content built for other platforms that happens to spill over.

Between that content, the VR modding scene, smaller-scope projects from enthusiast indie developers, and the occasional release of VR-optional flight or racing sims—PC VR will feel like it’s on life support through 2023.

PC VR is and continues to be the place where users can push immersion to the next level with niche accessories like full-body trackers, racing & cockpit peripherals, haptic vests, and gun stocks. And while some unannounced PC VR headsets may make an appearance in 2023, the drought of next-gen PC VR content means dwindling reasons to upgrade.

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What’s your 2023 VR outlook? Let us know in the comments below.

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