HTC Is Teasing A Big Vive Experience That Will ‘Thrill and Delight VR Fans’

by Joe Durbin • October 25th, 2016

The HTC Vive is a marvel of modern engineering, but it is sometimes critiqued for having a library filled with demo-like content. Despite having over 500 VR options for customers to chose from on Steam, the Vive still only possesses a handful of truly memorable experiences. That may be changing, and changing soon, according to one HTC executive.

In an interview with HTC’s VP of content, Joel Bretton, the following exchange took place:

UploadVR: Do you think it would be safe to say that within the next 6 months we’ll see an experience coming out on the Vive that is at the scope of what people want from this generation of VR?

Joel Bretton: Yes, absolutely. I’m confident that’s going to happen within the next 6 months. Hopefully we’ll be far enough along here in the next couple of months to let people know what’s being worked on but it’s absolutely going to thrill and delight VR fans when they get to know what’s actually being developed for them right now.

Bretton’s remarks indicate that HTC is actively working to cultivate top-tier VR content for its platform. This may seem like an obvious statement, but the truth is the industry at large has heard very few comments from either HTC or its partner company Valve on the subject of content compared to Sony and Facebook.

oculus_rift_vs_playstation_vr_vs_htc_vive_design

Both Oculus (Rift) and Sony (Playstation VR) have never missed an opportunity to point out the robust lineups on their platforms and, more importantly, the time and money they’ve spent to cultivate these titles.

Earlier this month Mark Zuckerberg, Facebook CEO, stood on a stage and revealed to the world that Oculus and Facebook had already spent $250 million on VR content development, and that it would be spending at least another $250 million in the future. Sony recently released the Playstation VR with 50 games of its own, many of which were produced by experienced development studios.

HTC and Valve, however, have taken what looked like a more hands off approach. Many of the titles available for Vive are either partially unfinished, limited in their scope, or created by small teams.

HTC-Vive-Pre-1

In another comment, Bretton revealed  HTC is working with at least 30 development teams to bring this content to market. These quotes from Bretton could indicate that HTC has begun to take big steps toward software parity with Oculus and Sony.

This has never been more important now that the Vive’s two most significant weapons, its hand tracked controllers and “room-scale” capabilities, are being matched in part by the PS VR and will be met by the Rift once Oculus Touch launches in December.

Time will tell just how delightful these yet-to-be-revealed experiences actually are. Fortunately, it seems we will know more in less than six months.

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  • Me

    I hope it’s a bit more delightful than Viveport is…

    • David Melton

      Viveport is a storefront not a game

      • Kris Van de Vijver

        Yes, but if Viveport is an indication for the quality control within HTC, then I’m a bit worried about the upcoming titles…

        • M0rdresh

          It’s not all that different from the Oculus Home (store). A store front can never really speak for games produced by 30 different teams of developers, next thing we are going to look to the latest HTC phone to derive the quality of the HTC sponsored VIVE games upcoming? Right, it’s a ridiculous analogy.

        • David Melton

          HTC doesn’t make games they make hardware. And I do believe that Valve, who is making the games has a proven track record for putting out great content so I’m not worried

  • Pistol Pete

    I have owned both Rift and Vive. And while the Rift games indeed had high production value I couldn’t help but feel like I was gaming on a large 360 Projector. And even while the Vive had a larger percentage of “Indie” games, they felt more revolutionary, and more like “next level” VR. I hope the 250 mil that Facebook spend is more on Room-scale Touch games, because the current Rift games are underwhelming.

    • Paulo

      Its pretty guaranteed that the next wave of content will be touch focused. The first 250mil included the 30+ games coming to touch at launch. We havent even seen anything from the next 250mil investment. That will be VR content 2.0. I just hope it isnt too late for HTC to catch up content wise. Competition will push both companies to providing better experiences for their customers.

    • Buddydudeguy

      Wave shooters and crap indy games get old pretty quick. The Rifts library is better and everything will be equal in just 5 more weeks as far as ” room scale” games with motion controllers.

      • The flood of wave shooters got dull very quickly as is the pandering of devs to the nausea clan with game compromising teleport.

      • HypoLuxa

        Please. Standing in place and turning your body 180 degrees which is what the majority of touch titles mentioned are doing is hardly room scale. Guess we will see come December.

        • Buddydudeguy

          Point is the Rift is capable of”room scale”. The entire library of Vive games you hold so dear will be playable too. You can turn 360 degrees, you can take steps around, and motion controllers. Not many people have a entire living room to devote to VR. If you think most people have more than like 9×9 of space or even want more than that you really should think again.

          • HypoLuxa

            Well thanks for letting me know what I hold so dear to my heart as well as setting me strait on what limitations in space “most” people have. It’s good to know you have your finger so tightly placed on the pulse of the consumer community. You really should put out a quarterly report and share your wisdom. You’re almost your own Oracle of Delphi!

            The reality is, without room scale VR, The Oculus is really only an overpriced 180 degree limited intractable media console with the ability to “stand up” and look around 360 degrees. The unfortunate thing is, since they are taking the walled garden approach and trying to bully the market with facebook money, and push everyone into developing under this same paradigm, they end up hurting the entire market in the long run for true room scale VR. I can only hope things change in the future.

          • Buddydudeguy

            There he goes, with the “walled garden” crap and still talking about 180 degrees. Vive fanboy spotted. You “hope things change”? What are you even on about? Every single time I use my Rift I turn around and look. You imply you can’t. Do you mean….game play? You realize having mobs come at your from behind repeatedly ( or not) is purely a game design decision right? And it’s generally avoided for a few reasons namely getting tangled in your chord. And how is 500 million dollars invested a bad thing? What is “room scale” to you? I’m not sure “Room scale” means what you think it means. There is nothing stopping a Rift user from taking steps, You can indeed turn 360 degrees and motion controllers are coming. So you can stop spreading nonsense. You seem to be confusing the Rift hardware with Oculus as a game developer. I’m sorry to break it to you but the Rift as a HMD can do everything the Vive can.

          • HypoLuxa

            Now your responses have spiraled into nonfactual fanciful nonsense. Good luck with your nescient assumptions and disinformation. One of these days you’ll get to try actual room scale hopefully and maybe then you’ll understand what I’m trying to convey. Until then, enjoy your xbox controller my friend.

          • Buddydudeguy

            You’re the one who keeps talking about “180 degrees” and brought up the “walled garden” rhetoric. Enjoy your wave shooters “friend”, I’ll be loving the Touch controllers in 5 more weeks, your argument is moot. Boring, moving on.

          • HypoLuxa

            5 weeks? But I thought you said, “I’m sorry to break it to you but the Rift as a HMD can do everything the Vive can.”? Contradict yourself much? No wonder you hang on to those Palmer Lucky coat tails so tightly.

          • Buddydudeguy

            I said it’s capable of anything the Vive is, and it is. There is nothing stopping the Rift from doing the things the Vive can. Five weeks was in reference to the release of the controllers. Jesus it’s like explaining something to a 4 year old.
            Vive fan boys seem to live in a fantasy world where the RIft will never have motion controllers, meanwhile they’re coming out in 5 weeks.

            “other person is typing”…don’t bother lol, blocked to avoid notifications.

          • HypoLuxa

            You mad bro? Frustrated by your own fallacies and lack of understanding as well as limitations of your own chosen VR hardware? It’s ok, I understand. Who knows, maybe you can save up your allowances one day and still get a Vive.

          • terri nielsen

            So how do you play tilt brush, raw data, rec rooms paintball, onward or in fact any of the cool VR games with only 180 degrees? How do you not lose the immersion when you can’t turn 360 degrees. I never tried Rift, but i own a Vive and am genuinely interested. I have tried PSVR and it was nothing like Vive. It was boring. Roomscale and perfect tracking is the thing that makes it VR to me. PSVR had huge tracking issues with the cameras and i assume touch will have the same.

          • Buddydudeguy

            180 degrees?? WHy do Vive fan boys think this. There is no issue turning around (360). There are sensors on the back of the head set. Do you honestly think the Rift is only 180? get your facts straight. Hell when Touch controllers come I will have a second sensor on my ceiling, behind me so the controllers dont get occluded. Please do yuor research before chiming in lol

          • Nicholas

            Look, we all know the Rift HMD has IR LEDs on the back and you can turn your head 360 degrees. When people refer to the 180 vs 360-degree experience, they’re talking about ROOM SCALE WITH MOTION CONTROLS. Get that into your skull. With the standard 2-front-facing camera Touch setup that Oculus recommends, you won’t be able to turn a full 360 degrees without the controllers losing tracking (not the HMD). You’re also severely limited by the shorter length of the Rift tether cable, so forget about moving around too much. That is why most Touch titles are going to end up being only stand-up 180-degree affairs, like the PSVR. Three and four-camera setups with cable extensions will simply not be the norm for most Rift users, regardless of what you think it’s capable of.

          • Buddydudeguy

            Funny you use the words ” get that into your skull” while you dont do any research at all. People interested in 360 room scale will not use the “standard 2-front-facing camera ” as you put it and will use two opposing cameras. You know…like the Vive?
            Stop fan-boying. I’m sorry to break it to you, but theres no reason to buy a Vive with Touch out. Its a worse HMD in every aspect.

          • [email protected]

            I agree I have a Rift and a Vive and I so agree 360 is essential for me (although you could totally get away with 180 in the super fun space pirate trainer). I was so pleased and relieved when Oculus said they would support 360 (2 opposing sensors) and… pause for dramatic effect, roomscale (3 sensors). I have already pre-ordered touch and the 3rd sensor as roomscale is essential to me now I have tried it. Also because I find artificial locomotion too sickening roomscale + teleport opens up a whole range of games to me. Especially as SteamVR supports the touch controllers so I can play my Vive roomscale games in the Rift.

            Its rather ironic that after all the good work Valve have done with the Vive to push Oculus into supporting roomscale that I am selling my Vive and keeping the RIft. But its all good as some lucky person will get a cut price Vive in immaculate condition and have loads of roomscale fun 🙂

          • Mike

            Yeah you hit it perfectly, and yeah most adult’s who can afford this have that space soo shut up if you are still leaving with your parents or are pussy whipped by your average looking wife who allows you to have game time lol

          • xxHanoverxx

            The reality is that Oculus obviously has better support for their own hardware than Valve does. Especially when you were all begging Oculus to support the Vive in their store. The reality is you should be asking Valve why they aren’t supporting their own HMD as well as Oculus supports the Rift. You should ask why they are working on even more hardware when they don’t have the damn software yet…it’s all mostly early access.

          • HypoLuxa

            As far as support I cannot disagree. I’ve never seen worse support in my life than HTC. Then again, there are many paying customers that got their Rifts long before the kickstarter backers so there is that. Besides launch though I hear support is fine. As far as everything else you just said….yeah, put down the pipe man. As I said before, a walled garden system is silly and shitty. The Vive and the Oculus are peripherals, nothing more. The rest of what you said doesn’t make sense to me. Sorry.

          • xxHanoverxx

            Oh really? When you plug the VR in to your PC, it automatically detects it and loads everything you need to use it?

            No, there are two different APIs, there are two different types of tracking…one has built in audio, the other doesn’t. Even the controllers will be a different once Touch comes out. There is no standard, there is no direct X for VR. This is not just a “peripheral” yet. We are still in a state of competing standards and until then, things will feel console-like for awhile.

          • [email protected]

            I think Vive has shown there is a hunger for roomscale VR. I’m so glad the Vive pushed Oculus to officially support a roomscale setup, it was always clear it could do it it just took a push to get them to officially support the mode.

            Hopefully now Oculus officially support it developers will produce different game modes. It seems they all have to support 180 to be on the store. But now they are saying quote “Rift supports room scale,” hopefully the developers will also add in roomscale modes too. e.g I’m hoping thats the case with Robo recall where they demoed it at OC3 with the roomscale 3 camera setup.

          • HypoLuxa

            Actually what it says on the Oculus site itself is, “CAUTION: 360° and Room Scale tracking are experimental features—not all experiences may work as expected.” so I wouldn’t hold your breath until you see it actually working the way we all hope it will work.

          • [email protected]

            I think at this stage its fairly safe to say the multiple camera tracking system works well.

            1) I personally have setup a 2 camera opposing tracking system (headet only no touch) and it worked well floor to ceiling 10ft x 10ft.
            2) There is a guy on youtube that has been showing 2,3 and 4 camera setups with touch and broadcasting his game play sassions and says he has no issues with poor tracking.
            3) There were 3 camera roomscale touch demo stations at OC3 and atendees and press reported good experiences for accuracy and occlusion .

            Whats more tricky to figure out is how developers and Oculus will handle the two different 180, 360 setups. From a look at Robo recall it seems that hopefully developers will be ok for both. I think 180 is really a compromise anyway so hopefully all you need to do to a 180 game to make it a 360 one is undo the hacking you had to do to force a 180 experience.

            But really the saving grace is that people will be developing games for Vive which is 360 roomscale. So developers could just port those experiences straight over to Rift with a couple of controller tweaks to offer a roomscale experience. At the very least there will the the Vive back catalogue to play from day one because of SteamVRs touch support.

    • Sebastien Mathieu

      Agreed!!

    • James Friedman

      Well yeah I mean if you compare the two obviously you’re going to enjoy the Vive more. I myself haven’t really purchased any new games for the Rift just cause I am waiting for touch. The games just bore me at the moment.

    • xxHanoverxx

      “And while the Rift games indeed had high production value I couldn’t help but feel like I was gaming on a large 360 Projector.”

      Then you really haven’t used a Rift.

      • Pistol Pete

        Lol. I have had DK1, DK2, & CV1. Sold my CV1 after I got my Vive. I will buy CV1 again when it is combined with Touch controllers.

      • Torben Bojer Christensen

        Well of course he has. Playing games in the Vive HMD with a gamepad is likewise just like playing on a large screen as well.

        Motion tracking/roomscale is just so essential for the VR experience and immersion.

  • flavortang

    Please HTC: fewer wave shooters.

  • a corn

    Honestly the state of the steam vr market has kind of killed my VR hype. I’m not going to sell my vive or anything, but it gets maybe 1 hour per week of use because I’ve played everything worthwhile. Im not into spending $15+ on early access titles.

    • Pistol Pete

      Onward.

      • xxHanoverxx

        Early Access. No thank you. I don’t buy games unless they are actually finished. Now with the PSVR as well as the Rift, I have too many *finished* options to put that kind of money on.

        • terri nielsen

          What are these finished games on Rift and PSVR you are talking about? I tried a lot of the so called HQ stuff on PSVR and they were all seriously boring with huge tracking issues. Every game with guns has huge issues with accuracy, because of the tracking. All the seated experiences are just super boring after playing Onward on my 4x3m room scale. I am sorry, but this is how it is. Tilt Brush alone is better than all PSVR and Rift garbage combined and it’s not even a game.

          • xxHanoverxx

            Yes, because you’ve played every Rift and PSVR game. I have both and I am still finishing Thumper which has given me over 10 hours. Battlezone definitely has legs since it’s a rogue like.

            Chronos was also a full 10 hour experience, along with Damaged Core which I clocked in about 15 hours because it was so hard. Elite Dangerous has lasted me months.

            I have not had any issues with tracking at all on the PSVR.

            So tell, me, what are the games you’ve actually tried?

            Also, room scale isn’t virtual. Walking around your room is not virtual. Crawling around the floor is not virtual. That is why it’s immersive…because you’re actually doing it. Kind of defeats the purpose.

    • M0rdresh

      Replace VR and VIVE in your sentence with any new hardware that came out last 10 years and you could say the same.
      I’m feeling ya though, but hey we are early adopters and such is the way of that; waiting on content and for the market to mature.

  • James Friedman

    Fallout in VR

  • GodMk2

    I own 4 VR systems (via my business). Although the Vive titles are not AAA the roomscale makes it true VR and is much more exciting to play. The rest are currently pretty games with head tracking and 3d. PSVR has limited movement, Rift is ok but worse than PSVR for immersion till the Touch arrives and even then will it scale to 4x4m roomscale? Gear VR is a safe bet to get an experience unless you have cash and space for Vive.

  • polysix

    Great, now just make a better GEN 2 Vive asap with PROPER/COMFY ergonomics and no god rays (and something approaching clear vision on dark scenes + good blacks) and maybe I’ll come back to you. Thanks for allowing me to make a few hundred profit from my sold VIVE though. FTR I do have hopes for VIVE but god that first one is a clunker, genuine dev kit shit right there. And also FTR I can’t stand most of what faceboculus do with VR these days (touch is about the only decent thing they’ve done since DK2 – the rest as been self serving and underwhelming tripe).