Oculus: How can we succeed in the field of mobile VR?

When iOS first emerged, 99 cent pricing and free games accounted for less than that, and flexible teams can often succeed quickly. If your plan is right, the current two or three team can survive on mobile VR, and he doesn't think free mode is suitable for mobile VR. As for future developments, he believes that eye tracking may bring game changes to VR because it can use retina rendering, which ultimately allows game developers to try more possibilities because CPU and GPU will not be as burdensome. . However, it is still difficult to say exactly what kind of specific impact this technology will have on mobile devices. ">
â–¼
Oculus: How can we succeed in the field of mobile VR? From Baidu VR

Virtual reality is still one of GDC's hottest topics this year, but unlike a year ago, what developers want to know is whether they can make money in the VR field, according to Rade Stojsavljevic, an executive producer at Oculus. On a mobile VR platform such as Samsung Gear VR or Google Daydream, the answer is “If you do it right, you can (make money)”.

19422e2ff9174025c290eb0b.jpg" />

Stojsavljevic talked about his views on the success of mobile VR games in a GDC conference speech. The number of mobile users is very large, and what they look for on the mobile VR platform is something many people do not understand. He said that while games play a large part, it is surprising that non-interactive VR applications are the users’ most concern. In fact, Oculus found that almost half (47%) of users only want to use non-interactive applications. For example, video players, 360-degree images, travel-related applications, or museum applications such as learning tools. Stojsavljevic said, "As a developer, this is something we can't ignore. With the launch of a cool gaming experience, I believe that more and more users will like interactive applications. The new handles of Gear hardware will also bring about Big help."

In terms of interactive entertainment in the mobile VR market, he stated that apart from games, many users prefer special social experiences, interactive education, etc. For example, a high school student can learn about a specific period of history, or join the smallest Interactive experience, such as "Face Your Fears" or "Ocean Rift."

So how does a mobile VR developer develop? Stojsavljevic said that it is very important to understand when people play games most frequently and the data shows that the frequency of game activities on Saturdays and Sundays is significantly higher, especially on Saturday evenings. Around 7 o'clock. Overall, from 5pm to 8pm, players are experiencing the most active period of VR games, so if you want to do activities in your own games, it is best to arrange according to the players' game habits. It also revealed that people actually put in the same time allocation in Gear VR and Oculus Rift.

Once you decide to enter the mobile VR ecosystem, you need to focus on engagement and retention. Mobile VR users usually play games for two weeks, but the problem of limiting game duration and frequency is something developers should solve. For example, staring at an update progress bar in a VR environment is a frustrating experience; again, a VR game overusing the phone's CPU and GPU causes the battery to burn quickly or overheat, which is also a problem.

Developers also need to understand how users use VR devices. Many consumers want to show VR to good friends and family, so doing some games that are easy to share and watch can be of great help. "Face Your Fears" released by Turtle Rock Studios is an example. Through the short-lived, high-quality pictures of popular horror content, the viewers find it very interesting. The choice of free mode also makes the game threshold to a minimum, the game two After the month, it had 1.1 million users, with an average of nearly 40 minutes per user.

Although the free strategy seems to be helpful, and Oculus has adopted a similar strategy for Robo Recall, even if this is good for Oculus, Stojsavljevic acknowledges that this approach may not be suitable for all developers. In other words, reducing download time, doing IAP, and quickly letting players experience gameplay are all good ways to increase retention. The standard of Oculus is 28 days, he said, if the user still returns to the game 28 days after downloading the game, then your game performance is normal.

Multiplayer mode is also a factor that may cause the player experience to be very poor. If you need to queue up for a long time to enter the game, you may lose one player when the matching algorithm searches for the opponent, so it is better to do a quick match. Oculus suggests that developers can do real-time synchronization of two people instead of playing 16 games in real time. Asynchronous multiplayer can also make a good solution.

Developers also need to pay attention to the 'viewing VR' mentioned by Stojsavljevic, that is, adding a very attractive experience to players who want to join the game after seeing it. Another interesting finding is the effect of audio. Oculus has found that many players do not use headphones at all, so they must adjust the music of "Face Your Fears" to better suit the speakers of mobile phones.

Stojsavljevic also pointed out that using push notifications wisely can also help, for example, it can be pushed every Friday on the premise of not harassing players. He said spam messages will not only affect your game, but also may allow players to turn off push notifications for other games. Developers are encouraged to listen to community feedback and provide feedback. If you can't increase player engagement at the first time, it doesn't mean that you will lose these players forever. Community feedback is very helpful for pricing. However, it is very important for players to experience for the first time, so listening to gameplay feedback can give your game a very good start.

Other useful tips

Examine game descriptions, show art, and videos. Your game should be easily understood by viewers.

Tournaments and events can provide improved experience. With the development of mobile VR, competitive LAN play is very attractive;

Provide players with a short experience of moderate difficulty; ensure that your game is immersive and use VR in a creative way. Players do not want to see a portable 2D game, do not want to read a lot of text or can not show VR advantages Gameplay

You can optimize the search terms on the store page. For example, hot search vocabulary usually includes Samsung, roller, roller coaster, video, free, Facebook, terror and haunted and so on;

Stojsavljevic is more optimistic about the current development of mobile VR, he said he remembered when iOS just emerged, when 99 cents of pricing and free games accounted for less than that, flexible teams can often quickly succeed. If your plan is right, the current two or three team can survive on mobile VR, and he doesn't think free mode is suitable for mobile VR.

As for future developments, he believes that eye tracking may bring game changes to VR because it can use retina rendering, which ultimately allows game developers to try more possibilities because CPU and GPU will not be as burdensome. . However, it is still difficult to say what kind of specific impact this technology will have on mobile devices.

MS001 3000puffs Vape

Ms001 3000Puffs Vape,Mini Electronic Cigarette,Vape Electric Cigarette,Electronic Cigarette Vape Puff Bar

Guangzhou Yunge Tianhong Electronic Technology Co., Ltd , https://www.e-cigaretteyfactory.com