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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%
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
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
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%
Intel Intel
92.4% 84.9%
i3 i3
0.3% 0.5%
i7 i7
68.4% 67.3%
AMD AMD
13.3% 14.1%
NVIDIA NVIDIA
86.7% 85.9%
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BEHAVIOR
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
THREW SKULLY OUT THE WINDOW THREW SKULLY OUT THE WINDOW
5% 4%
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