FBEC2021 | Roundtable: From the HP VR Developers Contest to see how the VR ecology can break the game

December 10, 2021, under the guidance of Guangdong Game Industry Association, Guangdong Virtual Reality Industry Technology Innovation Alliance, Shenzhen Science and Technology Association, Shenzhen Internet Culture Market Association, sponsored by Gyro Technology, Shenzhen Science and Technology Development Exchange Center, Heng Yue Co-organized by Maker Rubik’s Cube, the industry’s leading media game Gyro, VR Gyro, Gyro E-sports, Gyro Finance, and Gyro Media jointly sponsored the 2021 Future Business Ecological Link Conference and the 6th Golden Top Award Ceremony (abbreviated as “FBEC2021”) in Shenzhen The grand opening of the banquet hall on the 6th floor of the Sheraton Grand China Hotel!

At the China Force 2021 5G XR Industry Summit, Shanzi, general manager and editor-in-chief of VR gyro, brought the winning team of the HP VR Developer Contest Z Force Special Award and the Best VR Perception Interactive Work Award to the “Chinese VR Content Ecological Breakthrough”. Round table discussion.

Hardware + ecology, HP promotes the development of VR in multiple directions

Before the round table officially started, Zhang Shijie, VR product manager of the workstation product department of China Hewlett-Packard Co., Ltd., expressed warm congratulations to the winning team and expressed some views on the VR ecology:

This year, we and VR Gyro jointly organized the HP VR Developer Contest. Since the start of the contest in August, we have received nearly 100 entries from more than 60 teams. The contest finally selected 6 winning works. I would like to sincerely thank everyone for your attention and participation, and I would like to extend my warm congratulations to the winning team!

This competition is held because we deeply recognize the importance of ecology for the development of the VR industry. After the baptism of the Internet wave, everyone must have deeply felt the profound impact of the ecosystem on informatization and industrialization. So what is the ecosystem of the VR industry? I think this ecosystem includes at least the following aspects: first, hardware, which includes Display devices and computing power devices; in addition to hardware, it also includes operating systems, content, applications, distribution platforms, and so on.

As a leading IT company in the world, HP also sees the huge development potential of VR in the future, so it has invested a lot of resources in related research and development. From the very beginning of the VR hardware design, we have introduced cutting-edge technologies and partners in the industry, and considered the development of applications forward-looking. For example, when the HP Reverb G2 headset was developed, HP cooperated with Valve to adopt advanced optical lens technology to make the Display effect clearer and support text, even texture, and more details.

At the operating system level, since win10, the operating system has its own WMR portal. Our goal is to achieve true plug and play. HP has also integrated a wealth of sensors in the HP Reverb G2 Omicept version in line with industry needs, which can be used to track heart rate, eye movements, facial expressions, etc. Through AI software development, it can provide applications with data such as human brain load and emotional changes. It greatly enriches the content and scope of two-way human-computer interaction, and also makes VR devices a node of edge computing, which can participate in interactions in larger scenarios, and can effectively support training tracking, effect evaluation, and personalized entertainment. Interaction, human-computer deep interaction and other future intelligent applications.

HP has been actively introducing these latest technologies and products into China. We are also pleased to see that the domestic VR industry has been developing rapidly in a healthier direction in recent years. Through this competition, we have seen that the level of domestic VR content production has generally improved, and many works are produced very well. For example, the award-winning work “Mind State” has exquisite design and beautiful pictures. With the blessing of HP VR high-definition display and vivid colors, it can be presented more delicately and expressively, which has won unanimous praise from the judges. Regarding the HP Omnicept solution, many teams also said that the combination of VR and sensor systems can add many innovative and unique interactions and functions to VR content, thereby getting rid of homogeneity and increasing competitiveness. Therefore, they hope to further experiment and cooperate. So in this competition, we did gain a lot.

After the game, we will continue to publicize and promote, and will make full use of HP’s resources in the industry and various aspects, and in-depth cooperation with more teams, from project landing, technology research and development, etc., to work together for the development of the VR ecosystem. Contribute.

The following is a record of the roundtable discussion:

Anshanzi: Good afternoon, everyone, goodbye again. In the last forum of this summit, I want to talk about the entire VR content ecology from a content perspective. This year, we co-organized the HP VR Developer Competition with HP, and we have seen some VR content. Both teams are some of the winning teams in the competition. Take this opportunity to talk to you about VR games, VR movies, and the VR content ecology from HP’s point of view. First of all, please take a minute to introduce yourself briefly.

Wang Haiping: Good afternoon, everyone. I am honored to have this opportunity to gather with you. I am Wang Haiping from Hewlett-Packard China. I am currently working in Guangzhou and I am mainly responsible for the product line of graphics workstations in South China. Thank you!

Wang Kai: Hello, everyone, I’m Wang Kai from Mengtu Technology. Mengtu Technology is a VR game developer. Our work “Legend of Tomahawk” is currently awarded in the competition. Our direction is the development of VR game content. We are also working on another new VR game this year, and hope that this game will have a positive effect on the domestic VR game market next year. If you are optimistic about the future of VR and like games, welcome to join us.

Gu Xuesong: Good afternoon, everyone. I am Gu Xuesong of Xiaoyang Technology. We are very honored to receive invitations from Gyro and HP, and win prizes in HP competitions. Xiaohaiyang Technology is mainly committed to the field of future VR content. We have been working on the construction of high-precision VR content and the visual presentation of film and television content for several years. In July this year, we also won some foreign awards. We hope that in the first year of Metaverse, we are interested in becoming a collaborator/student who will build film-level, high-precision visual presentations in VR in the future. Welcome to contact us.

Anshanzi: The applications of Xiaohaiyang, including Mr. Wang’s works, are very good in the industry.

Emphasizing VR as one of the future development directions, HP enters the VR track

Anshanzi: I would like to ask everyone, HP is an old-brand IT company for many years. From the perspective of the media, I would like to know why HP wants to engage in the VR track? Why do you want to promote the development of VR?

Wang Haiping: Just as everyone knows that HP is an old IT company that was established in Silicon Valley in the United States in 1939. The garage where HP was born is also known as the birthplace of Silicon Valley. HP entered China in 1985, and it is also a high-tech foreign company that entered China earlier.

VR is essentially a new presentation form of 3D graphics images. HP has decades of experience in graphics computing and professional imaging, and has a relatively mature product line, namely workstation products. HP workstations have been developed since 1977. , Has accumulated more than 40 years of experience. At the same time, HP products have a wide range of cooperation applications in many fields, including some Hollywood film and television production companies, such as Disney, Pixar, DreamWorks, etc., have deep exchanges and cooperation, in other fields, such as industrial design and construction engineering, etc. Both have a very wide range of applications. We have professional display technology and won the Academy Award for Science and Engineering. Therefore, HP has a lot of accumulation of resources and experience. VR is also a future development direction that HP attaches great importance to. Next, we hope to continue to innovate through these accumulations and have a better understanding with you. More cooperation, this is the reason for entering the VR track.

Pay attention to film-level visual presentation, Xiaohaiyang believes that content is the essence

Anshanzi: Thank you very much for Mr. Wang’s answer. From the hardware field to the development field, we have seen HP’s power to help this industry. May I ask Mr. Wang Kai Wang, although VR games are very popular overseas this year, how is the situation in China? Could you please talk about the changes in the market that you have felt under the upsurge of the meta universe? And what is the current survival situation and market situation of the VR game team, would you please share briefly?

Wang Kai: Our company has been making VR games since 2016. Driven by the wave, capital is indeed more interested in VR games. In the first two years, I asked the capital to send BP to discuss ideas. It is very likely that there will be no more information. This year, you will have the opportunity to conduct a conference call, and even let your company know more about it. However, the current capital is still more cautious from a certain perspective, because many people have been injured, and the “shot immediately” is not so easy. At this stage, everyone still has to do this thing well, perfect what you want to do, plus the addition of some major hardware manufacturers, this opportunity is definitely there. What I look forward to is next year. I believe that there will be better works in the country. Come on, everyone, since they have persisted until now, it is not bad!

Anshanzi: Thank you, Mr. Wang. Where is Mr. Gu? Because we have visited the company of Xiaohaiyang before and learned that this work was developed based on UE4. It is indeed a very exquisite work, with elements of inheriting Chinese culture in it. So I also want to know with Mr. Gu, have you seen any better signs of the current business model changes/market changes in the field of VR film and television?

Gu Xuesong: Actually, I think it might not be appropriate to use the two concepts of film and television to distinguish VR content. Because I think VR will blur the line between games and movies.

Of course, Xiaohaiyang pays more attention to the presentation of film-level visuals. Because we know VR technology, whether it is from the perspective of hardware, mode or game, the biggest charm of VR lies in the immersive experience. The high-precision creation and immersive sense of substitution for the “environment” are its biggest characteristics. Who is working on this point? Whether in AR or VR in the future, or after more hardware technologies are presented in the future, content is the essence, which is the first.

Secondly, when we made the work of “Mind State”, we ourselves integrated the interaction between Chinese culture and games, as well as the feeling of what we call slow experience into the work. Because no matter how good the screen and scene of the game are, as long as the game is played, it has a strong purpose, so its scene and space are supporting roles, such as who you are going to attack or occupy. The biggest feeling of VR is that I can experience it slowly. I can be very purposeful in it, or I can make myself not purposeful in the VR space. I can choose where to stay, or figure it out or even daze.

All of these are dependent on the level of presentation of the scene. Most of the VR content you see now, the content presented visually is not very satisfactory. I believe that in the future, both in terms of hardware and the entire ecology, it will become more and more mature, but in the essential vision, this is what Xiaoyang has to cultivate. The work “State of Mind” we saw is to use our technology, including UGC rendering, to build this work out of such materials, we can see if these materials can be turned into a work, let’s take a look What kind of color is this work, so I can see “State of Mind”.

Anshanzi: We are all animals pursuing vision. Good-looking people, things or exquisite pictures will naturally appreciate it. Better pictures require better bearing, better network transmission and stronger 3D appearance.

VR opportunity: there may be a small turning point in the second half of next year

Next, I would like to ask everyone, everyone is doing C-end content, and the domestic consumer-end consumer end seems to be relatively slow. Under such circumstances, when will the domestic consumer-end VR content ecology usher in? Turning point? What is the opportunity for this turning point?

Wang Haiping: FBEC has been held for six times. The HP VR Developer Contest is actually the first. We also hope that it will continue to be held in the future. Hewlett-Packard adheres to the concept of “in China, for China” and hopes that more partners will join in in the future. We continue to innovate through relevant accumulation, and there will be more cooperation in the future to do some work for the real landing of the domestic VR ecological business.

Anshanzi: Thank you very much HP. We really hope that Internet companies, mobile phone companies and giants will join in and promote the development of the XR industry. President Wang, what do you think of this issue?

Wang Kai: This issue is what we have been thinking about. One is called the turning point and the other is called the turning point. Opportunity From the perspective of my personal observation, there will be a small turning point in the second half of next year. Why do you say that? With reference to Quest being launched in the first half of 2019, it will take one and a half years to reach a certain level of Quest. The domestic VR market has only shown relative signs from the middle of this year. VR hardware vendors such as PICO and iQiyi have invested heavily in this, including the growth of the content team, the accumulation of users, and the level of user awareness. improve.

What about this opportunity? Because I myself do VR games, I am definitely optimistic about this opportunity, and there is a high probability that this opportunity will be promoted through VR games. And it must be a relatively high-quality, more refined one. In addition, it has certain elements of going out of the circle. In addition to letting people who play VR games know, other people can also know “there is such a thing” in other ways. It turns out to be so interesting. “We are now building a new game, which will be launched in the first half of next year. It may be the opportunity. I hope everyone will pay attention and join us. Thank you!

Anshanzi: The attention is affirmative, and we also hope that this game will arrive soon. Mr. Gu, what do you think of this problem?

Gu Xuesong: This question is relatively broad, and we can only make judgments. If it can really enter the C side, the hardware side and the content side must go hand in hand. Now the hardware has gradually matured, at least much better than a few years ago, but the content side is actually relatively weak, especially high-quality content. If these two are missing, it will be difficult to promote the popularization of the C-end market. We believe that everyone is doing their own thing. The guest just said that the light engine can achieve 1CC, and the small ocean will make this virtual content even better. High-precision or movie-level presentation level, so as to rely on good hardware, future customers will have greater recognition.

VR development needs to pay attention to the cooperation between technical realization and interaction design

Anshanzi: The last question is to talk to you from the perspective of development. At present, in the process of VR content development, you will encounter tools or other technical issues, including talents and technology. I hope you will answer briefly.

Gu Xuesong: We are developing core technical issues. There are some tools that can be universalized. For example, building a digital model now may be made by a standardized method. It may be relatively simple, but for us, it is more demanding. We have to do it ourselves. It is equivalent to industrial production. The sculptor carved it out. We are the latter. We don’t have high requirements for tools, but we have higher requirements for talents and mentality.

In the future, if VR is presented at a high level, it will be difficult to use universal methods. For example, in some methods of Dharma Academy just now, a photo shows a sense of space through a heat map. This is a very good technology that can be used. Where a large number of C-ends require rapid updates, it is a revolutionary technology, but for us, what we need is better, higher-quality, and more detailed products/materials. To be a joke, VR The space also needs material dealers, high-precision material dealers and ordinary material dealers.

The problem of monetization and profit model: Digital models and digital assets are needed to build a VR meta-universe. Small ocean is doing this more, and then confirming rights through blockchain technology, and it may first make efforts to make profits in the future.

Anshanzi: Thank you, President Gu. President Wang has been exploring VR games for a long time. I would like to ask if you have explored some methodology or experience for everyone?

Wang Kai: There are really some experience in this. From the perspective of technology development, everyone is the same, terminal games, mobile games, and VR games. The difference is that VR hardware restricts some screen interactions, leading to higher-level iterations in technology. Let the things realized on the mobile games and mobile games come true. This is not the key. The key is the combination. The realization of the technical level and the design of the interaction must cooperate well, and then in terms of performance, how to achieve this technology with the most suitable VR interaction method with the least performance? These three The combination is very important.

Teacher Shanzi also mentioned the issue of talents, and there are indeed some problems here at this stage. To be optimistic about the future of the virtual world and like to play games, these are two premises. You can only join this industry because you are optimistic about the future of virtual reality. If you are not optimistic, it actually makes no sense to join in. At this stage, most developers still hope to make achievements in terminal games and mobile games, because the market is large and understandable. However, there will be more developments in VR in the future, which will surely be rewarded with huge returns. It may take a period of “power generation with love” to achieve different gains.

Haiping Wang: In terms of VR application development, Mr. Gu and Mr. Wang have more say, because they have been studying content development for so many years. In terms of hardware, use or interaction, what we can do is to continuously innovate products, so that they can have more imagination to create more exciting works.

Anshanzi: Due to time constraints this year, our round table forum is over. Thank you very much for the wonderful sharing of the three people. I hope that more content developers in China will join in to promote the development of the content ecology more vigorously. Thank you three very much. Thank you all for being here.

The Links:   2MBI300VB-060-50 NL128102AC28-01E LCD-COMPANY

Related Posts

Leave a Reply

Your email address will not be published. Required fields are marked *