Virtual reality is suddenly the flavour of the moment for anything from product launches to test drives. Now a gaming guru believes it will be the next billion-user platform. ARTHUR GOLDSTUCK explores.
In November 2016, iconic car brand Jaguar set the marketing world alight with the launch of its I-PACE Concept, an all-electric sport utility vehicle. Not because the car looked so great, but because the Los Angeles event was the world’s first live virtual reality unveiling of a new vehicle.
Five groups of 66 guests, at the launch venue and in a VR hub in London, were fitted with HTC Vive Business Edition headsets, powered by Dell Precision workstations. This gave them an almost photo-realistic experience of being inside the concept car and interacting live with other participants. The big deal? They could watch the concept built piece by piece around them while a live presenter explained what was happening.
Now, Mercedes-Benz South Africa has put together a series of virtual reality campaigns, working with animation agency Sinister Studio to develop four test-drive videos. The new Mercedes-Benz C-Class Coupé, E-Class, AMG C 63 and a new range of roadsters and cabriolets have all been given the VR treatment.
Suddenly, VR has moved out of the gaming and gimmicks realm to become a serious marketing option. The problem is that only a few people own VR headsets.
“In 2017, VR is a niche technology,” says Piers Harding-Rolls, research director of global research consultancy IHS Markit. “The market is going to grow, but it will still be a niche market by 2020.”
Speaking at the IFA global press conference in Lisbon recently, he said it would take three to five years for the technology to broaden its appeal.
As a result, it was startling to hear one of the gurus of the gaming world declare, earlier this month, that VR, along with augmented reality – which overlays digital information on the real world – would be “the next billion user platform”.
“We can expect a revolution in computer graphics to change the way people interact with computers,” said Tim Sweeney, founder of leading gaming software company Epic Games, part owned by Tencent – which is in turn part-owned by South Africa’s Naspers.
Sweeney was talking during a “guru session” at Dell EMC World, an annual event in Las Vegas, where he shared the stage with Frank Azor, co-founder of Alienware, an iconic gaming computer brand owned by Dell.
Azof shared Sweeney’s enthusiasm: “This revolution is not ten or 20 years away. Much like the PC industry in the 1980s, VR has come very far in very short time, but we have a lot more tools and technology today than we had 30 years ago. There’s been a little pessimism around the take-up of VR. It’s been 14 months since the Oculus Rift and HTC have been around. People expected 10-million headsets in use by now, and there’s only a million.”
But, said Azof, it’s coming. The fact that it was now in use in motoring, real estate and even hospitals was the signal: “If you’re not already working on how to apply these technologies into your businesses and into your lives, you’re already behind.”
He gave the example of real estate businesses that now show homes to prospective buyers in a much more immersive way than relying on pictures and descriptions.
“You don’t need to deploy a $2000 high-end rig. A $100 set of glasses can give you a pretty immersive experience. Small and large hospitals use it for patient education. We learn better through experience than through literature, so hospital discharge information is being put into an experience instead of the patient reading literature.”
Sweeney believes the reason it hasn’t taken off until now is that VR does not allow for the high tolerance that PC or mobile game players have for graphics that aren’t realistic.
“VR has to be realistic because it has to convince you that you’re immersed in the real world. Even for non photo-realistic animated experiences, your brain still has high expectations of how graphics appear around you, how lights reflect in eyes, and so on.”
The answer lies in photo-realistic computer graphics being rendered in real-time, meaning that the scene changes instantly and in a realistic way as one moves through it, with accurate simulations of how light interacts with objects in the real world.
“This requires an enormous amount of detail in an object, and it becomes impractical for artists to draw every object. Now artists can scan objects in the real world and use geometry and other techniques for rendering and accurately simulating the way cameras work in the real world.
“Outside the games industry, we are seeing a lot of non-fiction, non-game stuff, like architectural renderings in real time. Architects have high expectations of real-time rendering, accurate shading of wood, and the like.”
Sweeney believes automobile manufacturers will be early beneficiaries.
“Car makers like McLaren are using real-time rendering for pre production. In future, when car designers are designing cars, they will be constantly building it in VR and testing and retesting it before building the car itself. This means real-time has to be done very accurately.
“GM wants customers to walk into a dealership and configure a car and then watch themselves in their own car. And customers want to see themselves in the car they configured before they buy it.”
Not that gamers will be left behind.
“The next really interesting step is multi-player games. Doom was the first game that really defined multi-players, but they haven’t changed much in 20 years. All lo-fi and low bandwidth, you shooting and having simple dialogue; it’s not very interesting. We’re going to see more change in multiplayer gaming in the next two years than in the last 20 years.
“This is the most exciting time I’ve ever seen in the industry. These funny VR helmets you wear now are just the start of the revolution.”
Android Go puts reliable smartphones in budget pockets
Nokia, Vodacom and Huawei have all launched entry-level smartphones running the Android Go edition, and all deliver a smooth experience, writes BRYAN TURNER.
Three new and notable Android Go smartphones have recently hit the market, namely the Nokia 1, the Vodafone Smart Kicka 4 and the Huawei Y3 (2018). These phones run one of the most basic versions of Android while still delivering a fairly smooth user experience.
Historically, consumers purchasing smartphones in the budget bracket would have a hit-and-miss experience with processing speed, smoothness of user interface, and app stability. The Google-supported Android Go edition operating system optimises the user experience by stripping out non-important visual effects to speed up the phone. Thish allows for more memory to be used by apps.
Google also ensures that all smartphones running Android Go will receive feature and security updates as they are released by Google. This is a major selling point for these smartphones, as users of this smartphone will always be running the latest software, with virtually no manufacturer bloatware.
Vodafone Smart Kicka 4
At the lowest entry-level, the Vodafone Smart Kicka 4 performs well as a communicator for emails and WhatsApp messages. The 4” screen represents a step up for entry-level Android phones, which were previously standardised at 3.5”.
The display is bright and very responsive, while the limited screen real estate leaves the navigation keys off the screen as touch buttons. It uses 3G connectivity, which might seem like an outdated technology, but is good enough to stream SD videos and music. Vodacom has also thrown in some data gifts if the smartphone is activated before the end of September 2018.
Its camera functionalities might be a slight let down for the aspirant Instagrammer, with a 2MP rear flash camera and a 0.3MP selfie snapper. Speed wise, the keyboard pops up quickly, which is a huge improvement from the Smart Kicka 3. However, this phone will not play well with graphics-intensive games.
Next up is the Nokia 1, which adds a much better 5MP camera, improved battery life and a bigger 4.5” screen. It supports LTE, which allows this smartphone to download and upload at the speed of flagships. It also sports the Nokia brand name, which many consumers trust.
Although the front camera is 2MP, the quality is extremely grainy, even with good lighting. This disqualifies this smartphone for the social media selfie snapper, but the 5MP rear camera will work for the landscape and portrait photographer.
The screen also redeems this smartphone, providing a display which represents colours truly and has great viewing angles. Xpress-on back covers allows the use of interchangeable, multi-coloured back covers, which has proven to be a successful sales point for mid-range smartphones in the past.
Huawei Y3 (2018)
The most capable of the Android Go edition competitors, the Huawei Y3 (2018) packs an even bigger screen at 5”, as well as an improved 8MP rear camera and HD video recording. The screen is the brightest and most vibrant of the three smartphones, but seems to be calibrated to show colours a little more saturated than they actually are.
Nevertheless, the camera outperforms the other smartphones with good colour replication and great selfie capabilities via the 2MP front camera – far superior to the Nokia 1 despite the same spec. LTE also comes standard with this smartphone and Vodacom throws in 4G/LTE data goodies until the end of September 2018. The battery, however, is not removable and may only be replaced by a warranty technician.
Comparing the 3
All three smartphones have removable back covers, which provide access to the battery, SIM card and SD card slots. The smartphones have Micro USB ports on the bottom with headphone jacks on the top. The built-in speakers all performed well, with the Y3 (2018) housing an exceptionally loud built-in speaker.
Although all at different price points, all three phones remain similar in performance and speed. The differentiators are apparent in the components, like camera quality and screen quality. It would be fair to rank the quality of the camera and battery life by respective market prices. The Vodafone Smart Kicka 4 performed well, for its R399 retail price. The Nokia 1, on the other hand, lags quite a bit in features when compared to the Huawei Y3 (2018), bwith oth retailing at R999.
SA gets digital archive
As the world entered the centenary of Nelson Mandela’s birth on Mandela Day, 18 July 2018, South Africa celebrated the launch of a digital living archive.
The southafrica.co.za site carries content about the country’s collective heritage in South Africa’s eleven official languages.
Designed as a nation building, educational and brand promotion web based tool, the free-to-view platform features award-winning photographic and written content by leading South African photographers, authors, academics and photojournalists.
The emphasis is on quality, credible, factual content that celebrates a collective heritage in terms of the following: Cultural Heritage; Natural Heritage; Education; History; Agriculture; Industry; Mining; and Travel.
At the same time as reflecting on the nation’s history, southafrica.co.za celebrates South Africa’s natural, cultural and economic assets so that the youth can learn about their nation in their home language.
Southafrica.co.za Founder and CEO Hans Gerrizen conceptualised southafrica.co.za as a means for youth and communities from outlying areas to benefit from the digital age in terms of the web tool’s empowering educational component.
“We can only stand to deepen our collective experience of democracy and become a more forward planning nation if we know facts about our nation’s past and present in everyone’s home language,” he says.
Southafrica.co.za, with sister company Siyabona Africa, is the organiser and sponsor of the Mandela: 100 Moments photographic exhibition that runs until 30 September at Cape Town’s V&A Waterfront-based Nelson Mandela Gateway to Robben Island. The 3-month exhibition, which runs daily from 08h00 until 15h00, is showcasing one hundred iconic Nelson Mandela images taken by veteran South African photojournalist and self-taught lensman Peter Magubane.