Sunteți pe pagina 1din 10

WALTZ OF THE WIZARD:

comparing the room-scale VR platforms


Steam and Oculus Home
PUBLICATION: X94R3U8-002

Ghostline Data Insights MAY 1ST 2017


www.ghostline.xyz
98% 4.6 / 5
STEAM OCULUS HOME
RATING RATING

ABOUT THIS REPORT


This report compares dierences in audience and usage for Steam VR and Oculus Home releases
of Waltz of the Wizard, based on anonymous usage data collected using Ghostline analytics in April
2017. The report is being released to help inform the broader VR development community of how VR
hardware and platform capabilities can impact user experience and content functionality.

ABOUT WALTZ OF THE WIZARD


Waltz of the Wizard is a virtual reality experience created by Aldin Dynamics that lets players feel
what its like to have magical powers. Players combine arcane ingredients into a boiling cauldron
with the help of an ancient spirit trapped in a human skull, unleashing creative and destructive
wizardry upon a fully interactive virtual world. The experience also allows players to travel to new
places, finding themselves in mysterious circumstances full of detail and unforgettable atmosphere.
Waltz of the Wizard is classified as compatible with standing play area setups, although it will be
noted that it is designed for room-scale.

Originally designed for the HTC VIVE and released on Steam on May 31st 2016, Waltz of the Wizard
has remained among the top 3 highest rated VR applications on Steam since December 2016. The
experience was released on the Oculus Home platform with native integration for the Oculus Touch
controllers on March 27th 2017.

2 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
INTERESTING FINDINGS

m2

AVERAGE STEAM PLAY AREAS THE NVIDIA GTX 1070 IS THE MOST 36% OF STEAM PLAYERS USE PLAY
ARE 5.7M2 COMPARED TO POPULAR GPU ON BOTH STEAM (27%) AREAS LARGER THAN 6M2 COMPARED
3.3M2 ON OCULUS AND OCULUS (19%) TO ONLY 6% OF OCULUS PLAYERS
(PAGE 5) (PAGE 7) (PAGE 5)

14.9% OF OCULUS PLAYERS OCULUS TRACKING IS IMPROVED 10.9% OF STEAM PLAYERS ARE
USE 3 SENSORS AND 80.9% 2X WITH 3 SENSORS COMPARED TO FROM CHINA COMPARED TO
2 SENSORS 0.3% OF OCULUS PLAYERS
USE 2 SENSORS
(PAGE 6) (PAGE 4)
(PAGE 6)

AVERAGE SESSION LENGTH OF 15.1% OF OCULUS PLAYERS USE OCULUS PLAYERS EXPERIENCE
28 MINUTES IS THE SAME FOR AMD CPUS COMPARED TO 7.6% 2X MORE TRACKING LOSS THAN
STEAM AND OCULUS. OF STEAM PLAYERS STEAM PLAYERS
(PAGE 4) (PAGE 7) (PAGE 6)

3 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
AUDIENCE

UK UK
CN
10.9% 6.9% FR 7.9%
DE
5.2% 7.9%
DE
5.1% CA
CA 5.0%
3.6% FR
2.9%
3.0% AU
US 2.3% JP
TOP 10 2.5% RU TOP 10 2.0% AU
US COUNTRIES COUNTRIES 1.6% ES
2.0% SE 52.6%
1.4% NL
1.7% ES
39.6% 1.1% RU

Rest of
Rest of the world
the world 15.3%
19.5%

AVERAGE SESSION LENGTH AVERAGE SESSION LENGTH


28 min & 51 sec 28 min & 25 sec

4 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
m2
PLAY AREAS

STEAM VR PLAY AREA DISTRIBUTION OCULUS PLAY AREA DISTRIBUTION


40% 40%

32%
30%
24%
20%
16%

8% 10%

0% 0%
1 2 3 4 5 6 7 8 9 10 11 12 + 1 2 3 4 5 6 7 8 9 10 11 12 +
PLAY AREAS IN SQUARE METERS PLAY AREAS IN SQUARE METERS

PLAY AREAS FOR TOP 3 COUNTRIES PLAY AREAS FOR TOP 3 COUNTRIES

1) 2) 1) 2)
UNITED STATES CHINA UNITED STATES UNITED KINGDOM
40% 40% 40% 40%
32% 32% 32% 32%
24% 24% 24% 24%
16% 16% 16% 16%
8% 8% 8% 8%
0% 0% 0% 0%
1 2 3 4 5 6 7 8 9 10 11 12 + 1 2 3 4 5 6 7 8 9 10 11 12 + 1 2 3 4 5 6 7 8 9 10 11 12 + 1 2 3 4 5 6 7 8 9 10 11 12 +
PLAY AREAS IN SQUARE METERS PLAY AREAS IN SQUARE METERS PLAY AREAS IN SQUARE METERS PLAY AREAS IN SQUARE METERS

3) 3)
UNITED KINGDOM GERMANY
40% 40%
32% 32%
24% 24%
16% 16%
8% 8%
0% 0%
1 2 3 4 5 6 7 8 9 10 11 12 + 1 2 3 4 5 6 7 8 9 10 11 12 +
PLAY AREAS IN SQUARE METERS PLAY AREAS IN SQUARE METERS

5 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
TRACKING LOSS
CALCULATED BASED ON HOW VR SDKS REPORT TRACKING LOSS PER FRAME

OVERALL AVERAGE
This represents the average tracking loss across
all scenes of the experience. The scenes below
are select parts of the experience, illustrating
how the design of a virtual world can impact

2.7 tracking loss.


5.1 CONSTELLATION
seconds lost per minute seconds lost per minute SENSORS

THE CELL TRACKING LOSS

SECONDS LOST PER MINUTE


This scene contains a secret ring that users can 14
discover hidden in a hole in one of the walls. It 11
requires a relatively large play area to reach.
7

4
0.8 5.6 0
seconds lost per minute seconds lost per minute 1 2 3 4
SENSOR COUNT

ELEVATED
Elevated places users on a narrow bridge over a OWNERSHIP OF SENSORS
deep chasm. There are small rocks by the users feet
that can be thrown into the abyss. Reaching close
to the floor can often lead to loss of tracking. 3X

1.9 6.1
2X
14.9%

80.9%
seconds lost per minute seconds lost per minute
4X

THE TRIAL 1X
1.9%

The Trial places users in another dimension where 2.3%


their physical movements are observed and
commented on by ominous humanoid characters.
It does not require a large play area, but the scene
design encourages users to turn in a full circle

1.1 (requiring 360 tracking).


10.5
seconds lost per minute seconds lost per minute
6 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
HARDWARE
CPU MANUFACTURERS CPU MANUFACTURERS
AMD AMD
7.6% 15.1%

Intel Intel
92.4% 84.9%

INTEL CPU TYPES INTEL CPU TYPES


i5 i5
31.2% 32.2%

i3 i3
0.3% 0.5%
i7 i7
68.4% 67.3%

GPU CHIPSETS GPU CHIPSETS

AMD AMD
13.3% 14.1%

NVIDIA NVIDIA
86.7% 85.9%

GPU TYPES GPU TYPES


12% 12% 19%
27% 1) NVIDIA GeForce GTX 1070 (27%) 1) NVIDIA GeForce GTX 1070 (19%)
4%
2) NVIDIA GeForce GTX 1080 (20%) 5% 2) NVIDIA GeForce GTX 970 (18%)
4%
3) NVIDIA GeForce GTX 970 (11%) 5%
3) NVIDIA GeForce GTX 1080 (14%)
6% 4) NVIDIA GeForce GTX 980 Ti (8%) 4) NVIDIA GeForce GTX 980 (11%)
5) NVIDIA GeForce GTX 1060 6GB (8%) 5) NVIDIA GeForce GTX 980 Ti (7%)
6) NVIDIA GeForce GTX 980 (6%) 8% 18% 6) NVIDIA GeForce GTX 1060 6GB (8%)
8% 7) Radeon (TM) RX 480 Graphics (4%) 7) Radeon (TM) RX 480 Graphics (5%)
8) NVIDIA GeForce GTX 1060 3GB (4%) 7% 8) NVIDIA GeForce GTX 1060 3GB (5%)
8% 20% Others (12%) Others (12%)

11% 11% 14%

7 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
BEHAVIOR

PHYSICAL MOVEMENT PHYSICAL MOVEMENT


10.3 8.4
meters per minute meters per minute

INTERACTIONS INTERACTIONS
14 16
button presses per minute button presses per minute

GAZE GAZE
2255 2143
degrees per minute degrees per minute

8 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
GAMEPLAY ACTIONS

PLAYED THE TRUMPET PLAYED THE TRUMPET


41% 37%

SHOT APPRENTICE SHOT APPRENTICE


15% 23%

CROUCHED BY TABLE CROUCHED BY TABLE


75% 55%

THREW SKULLY OUT THE WINDOW THREW SKULLY OUT THE WINDOW
5% 4%

LAID DOWN ON THE FLOOR LAID DOWN ON THE FLOOR


1.4% 0.7%
9 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017
GHOSTLINE ANALYTICS FOR VR
The grand vision for immersive experiences are believable worlds that make users feel as if
transported to another reality. These are the types of experiences that Aldin has been striving
towards since 2013, and the company has seen first hand just how many challenges there are
in achieving even the simplest implementations of that vision. Interactive virtual realities are
more complex than conventional software; they need to work with a diverse range of
hardware, and take real-world factors into account such as user stature, physical agility and
play area sizes.

Designing for VR and physical immersion is largely uncharted territory, presenting an entirely
new range of development challenges and design factors. As a developer you have the power
to invoke deeply emotional sensations as well as to cause unintentional physical discomfort.
The smallest of details can make or break an experience. For this reason it is absolutely vital to
pay careful attention to the user experience and ensure that your content is having the exact
impact that you envision.

Ghostline revolutionizes the VR production process, measuring and visualizing new factors in
VR user engagement to help ensure that the broadest range of users are having the best
experience possible. For any type of VR content being created, Ghostline targets development
eorts and oers invaluable insights into the complex relationship between user behavior,
content design and VR system setups.

www.ghostline.xyz
For further information and press inquiries contact
info@aldindynamics.com

10 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

S-ar putea să vă placă și