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Play God On Viveport With Townsmen VR

There has, it seems like, always been ‘God’ style videogames.

Of course, that’s not expressly true, but the genre has always been there for the most part. If you take a trip to Wikipedia to check the category out you’ll find a list that starts way back in 1978 with the title Santa Paravia en Fiumaccio, a videogame for the Apple II, the TRS-80 Micro Computer System (the Tandy Computer Whiz Kids would no doubt be all over this when they stopped taking down criminals with a calculator, or something, for five minutes) and the all but forgotten Commodore PET – or ‘Personal Electronic Transactor’. 

Townsmen VRThough for the title thought of as the ‘father’ of the genre you have travel forward eleven years to Bullfrog’s classic original Populous videogame.  Led through development by Peter Molyneux, who would later revisit the genre much later with his arguably failed title Godus.

With virtual reality (VR) of course, comes a more hands-on approach to being a prospective deity. Both literally and figuratively and perhaps the most recent example of this comes from HandyGames and their title Townsmen VR which has just come out onto the Viveport platform.  We first looked at the videogame back in May last year when an early preview trailer was released, which at the time didn’t do much in the way of telling us which headset would be supported.

However, if you’ve got a HTC Vive the title (which is still in Early Access) can be yours to try out.

“Build a medieval village within a completely interactively simulated world! Townsmen VR uses the exciting possibilities of virtual reality to further enhance the classic city building game with entirely new gameplay experiences and interactive mechanics.” Explains HandyGames on the Viveport store. “Lean back, relax and watch the bustling life of your villagers or actively get involved to speed up processes and move workers and resources directly where they are needed. You are able to seamlessly change between the all-encompassing view of a god and the detailed view of a citizen, able to follow the colorful life of your village. There is a lot to discover! But watch out for the Black Knight’s plundering hordes!”

You can see a trailer for the title below. Townsmen VR is available under the Viveport subscription. VRFocus will be bringing you more details about the title as we get them.


Celebrate Chinese New Year with the Adventures of Huat Huat the Doggo

February 2018 continues to be the month of immersive adorableness, as following on from the cute fluffy Konrad the Kitten and upcoming mousey friend Quill in Moss is Huat Huat the Doggo who forms part of the celebrations for the start of the Chinese Year of the Dog.

The Adventures of Huat Huat the Doggo was developed by Isobar Singapore, who utilised the Apple ARKit toolset to create an augmented reality (AR) title for Jurong Point Shopping Centre.

The AR videogame sees a mischievous monkey scattering oranges through a virtual garden, so visitors to the shopping centre need to help Huat Huat collect the oranges in time for the Chinese New Year.

Each orange collected earns points, with the rare Golden Orange worth additional points. Once enough points have been collected, shoppers can exchange them for a $10 (USD) or $20 Jurong Point shopping voucher. Those fortunate enough to find the randomly appearing Treasure Box can net themselves an additional $50 in vouchers.

The Adventures of Huat Huat the Doggo marks the second time that Isobar has created an immersive experience for Jurong Point, with the first being Santa’s Magical Sleigh, a VR experience which was available during the Christmas period of 2016.

“We’ve worked with Jurong Point before, and knew they’re open to the use of experiential technology in physical retail gamification as a point of differentiation to excite and engage their shoppers,” commented Chye Yong Hock, Innovation Director for Isobar Singapore.

“AR has been getting more ubiquitous thanks, in part, to the latest devices incorporating AR such as iPhone X, as well as Google and Apple’s SDKs (ARCore & ARKit).” Chye Yong Hock added, “This campaign gives us an opportunity to blend charming local culture together with the newest mobile AR technology, allowing us to create a compelling retail experience that the masses will find easy to relate to.”

“Jurong Point actively seeks the latest trends and technology to bring joy to our shoppers. We are happy that we can enhance our shoppers’ experience at the mall, especially during this festive period through this AR interaction game.” added William Seet, General Manager for Jurong Point.

As usual, VRFocus will continue to bring you the latest news on new and upcoming VR and AR experiences. Source:

The Virtual Arena: VR’s Gambling Side

The 24th International Casino Expo (ICE) Total Gaming exhibition is Europe’s largest, and one of the most influential gaming and gambling conventions. The event draws professionals from the casino, licensed betting office, adult arcade (land-based) sports betting, online gambling and online betting (iGaming) industries.

The vast attendance walking the equally vast show floor looking for the latest in technology that will drive players to the gaming sector to spend their money.

One of the technologies being banked on to draw the “Millennial” to the gaming experience is virtual reality (VR) – the younger audiences are less attracted to traditional card gaming of their parents and along with their addiction to iGaming (mobile videogame apps with a prize pay-out) there is a hope that VR will also offer a new platform for prize-pay entertainment. The application of this emerging technology into the gaming scene can be summarised in three groups.


Utilising VR as a compelling and immersive means to get the message across. The hyperbole drove many exhibitors last year to include a VR promotional demonstration on their booth – this year the number of examples was way down.

Once again brought their F1 mono-cockpits for player to race round a virtual circuit attempting to beat a high-score for booth prizes, Oculus CV1 hooked up to offer an immersive race experience. The company feeling that the use of a VR (as well as a conventional screen) gaming experience helps promote their operations services. F1 RacerSeveral of the VR products seen on the booths linked to the other aspects of the business could also be seen as being more for presentation purposes than practical, but were hoping to mature into real products all the same.

“VR iGaming”

Building on the phenomenal success of smart-phone based gaming apps, that generate vast revenues for associated corporations, the gambling industry has started a concretive effort to create their own compelling gaming apps.

Exhibitor JOIN Games built on last year’s launch of their Kleopatra VR Egyptian-themed slot VR title (and their partner Parallel66) – and launched the new videogame Zombie Escape VR. This release incorporates a multi-level game prize pay-out element along with blasting the undead. The mobile VR platform allowing the players smartphone to drive the experience.

Innovation to draw the player into the gaming experience was evident, with exhibitor EZUGI promoting their platform with the tagline “Never Leave The Table!” The systems use a live roulette table feed, with real players able to bet live on the game’s outcome (based on their live dealer technology) – a unique and innovative approach. The company used Samsung Gear VR’s on the booth but was also one of the few exhibitors that also had their title running on a demonstration version of the new Oculus GO headset.

The software developer ZEUS PLAY exhibited at ICE their range of online and casino-based slot gaming and lottery products. The company also promoted their ZEUS PLAY VR range – a standalone VR iGaming platform that the company was promoting and will incorporate many of the videogames they have developed supporting virtual reality gambling, running on a mobile VR headset.

Another exhibitor that invested heavily into VR last year and was continuing to double down was NetEnt. Following the launch last year of their VR iGaming title Gonzo’s Quest VR, the company demonstrated this year (in an area they labelled the “Next Generation VR Slots”), an updated version of the title for Oculus VR systems – an example of the aspirations to supply the platform for the PC VR community. While still promoting the iGaming version presented on Samsung GearVR’s – that will be going live this Summer for prize players.

International Casino Expo 2018

NetEnt’s gamble from last year that WebVR would have matured enough to offer a wide opportunity for their title had not emerged. Though 2018 seems to be a make or break for this approach to wider distribution, with several VR platform providers making noises in the direction of supporting OpenMR or WebVR standards.

VR iGaming is still the only aspect of the VR gaming scene that generates revenue from the games in the field. The PC VR community seen as an opportunity to generate revenue from through their installed base. How to grow this sector focusing many minds.

Gonzo's Quest VR

“VR Entertainment Platform”

Land based casino properties are looking to drive the Millennial age group to their facilities, ripping out the sports betting lounges of their fathers and looking to entice the new audience with eSports, nightclubs and entertainment systems. Many property owners seeing VR attractions as a strong draw.

The vast Playtech One booth incorporated an area tagged “Innovation VR” – two HTC Vive’s, deployed in their own enclosure, offering a virtual casino videogame Playtech VR Roulette, or the videogame Playtech VR Shoot. Both experiences tailored to offer fun experiences that could be placed in Casino or land-based gaming establishments.

Playtech One

The representatives of Playtech wanted to make it clear that these systems were demonstration a possible application, and that the company had not yet fielded such a platform into a location yet – but expected that feedback from executives at this show would help steer their plans.

Another major exhibitor at ICE 2018 was BetConstruct – along with their more conventional gaming platforms, the company also had an area on their booth dedicated to the “Virtual Reality Casino”. In that area the company showed their VR Blackjack – players sitting round a gaming table wearing Oculus Rifts and using Touch controllers to play a virtual hand of blackjack.

BetConstruct - VR Blackjack

The company also had a land-based videogame system that offered VR iGame downloads to players smartphones to enjoy mobileVR experiences. The VR Blackjack platform is still in early stages of development, but is live to play at their site, the company feeling confident that this is the future of the business.

With less of an emphasis than in previous year’s, VR has had to play an understudy role to the big developments in the race to get their new target audience’s attention. Seen in force at ICE’18 was the appearance of Skill Gaming – the culmination of a conventional experience but incorporating the ability to accrue points and prizes that can be redeemed for actual money.

One of the larger of the casino and gaming exhibitors was IGT – previously the company had promoted on their booth their interests in VR, (developing SEIGE VR for this sector). But now the company was pushing their new “SkillCade” range – of their new concepts was Race Ace Arcade – a three screen motion-based driving cockpit videogame, offering a Mario Kart-esque cartoon racing experience with wagering.

We now wait to see if the momentum will continue to drive VR investment in the gaming and gambling industries – if the market will embrace a money-making scheme, or if this early promise fails to build on its momentum. Place your bets please! Source:

Fly Around The World Without Leaving the Ground

International travel is expensive, and can be a hassle, even more so if you suffer from a disability. First Airlines in Tokyo has turned to virtual reality (VR) to give customers the benefits of travel without the drawbacks.

Twelve passengers relaxed in first class or business class seats and were server four-course dinners before donning VR headsets to take a 360-degree tour of the sights of Paris.


“A real trip is a hassle to prepare for, and expensive, and takes time. So I think it is good that we can enjoy all this hassle-free”, said Takashi Sakano, a First Airlines customer taking his first virtual trip. He says he is looking forward to another virtual trip, and hopes to try Rome next.

The two hour ‘flights’ offered by First Airlines allows customers to virtually visit locations such as Rome, Hawaii and New York. Since the company began offering the virtual flights, they have been consistently fully booked. Considering that these virtual flights cost a fraction of the price of an actual trip abroad, at only 6,600 yen, or $62 (USD), its not hard to see why they have boomed in popularity.

“We have lots of elderly customers, who want to go overseas but are not able to easily, given their physical limitations”, said a spokesperson for First Airlines, who noted that the majority of First Airlines customers for the virtual flights are older Japanese people.

The First Airlines spokesperson also added that there are plans to add domestic virtual flights to its available trips, allowing customers to take virtual tours of different areas of Japan and sample meals that highlight the local cuisine.


Other airlines have been experimenting with VR and augmented reality (AR) as well, such as Dutch airline KLM offering a virtual ‘upgrade’ to customers or Airbus offering customers the chance to use AR to plan their trip in a double-decker A380 aircraft and test out the facilities on offer.

As always, VRFocus will be there to inform you on the latest news in the VR sector. Source:

MasterWorks’ Uses Photogrammetry to Take You on a Guided VR Tour of 4 Fully Explorable Heritage Sites

MasterWorks: Journey Through History (2018) is a new app for Oculus Rift and Gear VR that takes you on a guided tour through four cultural sites spanning three continents. Created using photogrammetry and presented with audio clips from experts, collectible artifacts and 3D 360 photos, the app does more than just let you explore the sites; it preserves these sites digitally while teaching you about the real-world threats they face amidst a rapidly changing climate.

Spanning over 3000 years of human history, you’ll be able to visit:

  • The historical city of Ayutthaya, Thailand, the second  capital of the Siamese Kingdom
  • Chavín de Huántar, a pre-Incan temple in the Peruvian Andes
  • Mesa Verde Native American cliff dwellings of Colorado
  • The stone carvings of Mt Rushmore in South Dakota

You can download MasterWorks: Journey Through History for Rift here, and for Gear VR here.

Norman Chan and Jeremy Williams of Tested visited CyArk, the studio behind MasterWorks, to talk a little about how they captured the sites.

Founded in 2003, the non-profit company’s mission, CyArk CEO John Ristevski told Tested, is to capture, share and archive the world’s cultural heritage.

“We capture these places in accurate 3D, we archive it in case something happens to these sites – in case of destruction or damage – and we also makes this data available in interesting ways, such as in VR,” Ristevski explained.

The studio does this by using a laser-scanning Light Detection and Ranging device (LIDAR) and photo imagery using professional-level DSLRs and imagery captured via drones. Combining these two fundamental techniques, the company can make highly-accurate recreations of scenes like the ones seen below.

As it stands now, the process of creating these experiences is still pretty arduous, requiring between 5-7 days of on-site time to capture an area about the size of a quarter-mile squared area (about 400m squared).

CyArk Director of Product Scott Lee tells Tested their team uses motion-controlled camera rigs to capture the photos, which he says ensures the required 60-80 percent overlap is obtained to generate the photogrammetric models.

You can check out the full video interview here. Source:

This Week in VR Sport: A Sporting Circle Of News

The weekend is here once more and we’re already over half way through the month of February. Valentine’s Day has been and gone and we now begin the march towards Easter.  Of course, before we get to any of that at all there’s the little matter of this week’s stories revolving around sports, and this week there’s a distinct leaning towards videogame representation of sports, as well as eSports.   There’s also a familiar name at it again in a couple of the stories this week too, so let’s start with that as we check in with This Week In VR Sport.

The All-Star Game Goes Virtual Next Week

It’s a story we’ve mentioned before, but with the NBA All-Star game just around the corner it is well worth reminding people that this is when you’ll be able to begin experiencing virtual reality (VR) coverage courtesy of Intel and brought to you via the newly launched Turner Networks app NBA on TNT.  As mentioned in previous articles on VRFocus, including here on This Week In VR Sport, Intel’s coverage seems to have come at the expense of the likes of NextVR who provided coverage previously.

As well as the much-vaunted All-Star game, one NBA game will be made available every week on the app, including select titles from TNT’s coverage of the playoffs and the finals of the Western Conference. The app is available on both Google Daydream and Samsung Gear VR at this time and can be found on their appropriate stores.

The current announced regular schedule is below, with all times E.T.

Thursday 22nd February LA Clippers at Golden State, 10:30PM
Thursday 1st March Philadelphia at Cleveland, 8:00PM
Thursday 8th March Boston at Minnesota, 8:00PM
Tuesday 20th March Houston at Portland, 10:30PM
Thursday 29th March Oklahoma City at San Antonio, 8:00PM
Thursday 5th April Washington at Cleveland, 8:00PM.
Tuesday 10th April Boston at Washington, 8:00PM.


NBA on TNTMagic Leap Eyes Up NBA Content

And speaking of the NBA…

Now that Magic Leap have revealed their headset/goggles – the Magic Leap One, (in pictures at least) the company is also partnering up with the NBA to bring basketball games to fans “like never before”.

“At Magic Leap, we are introducing a new kind of human-computer interactivity, starting with a lightweight wearable computer that enriches real-world experiences with digital content. We make this possible with spatial computing, seamlessly blending the digital and physical worlds to deliver new forms of engagement for consumers” Explains Managing Director, Jeff Ruediger on the Magic Leap website blog. “As part of this mission, we’ve set out to work with the best sports partners in the world to help us move entertainment viewing from a “flat,” two-dimensional experience into a vivid, three-dimensional experience. Today, we are proud to announce our first sports partnership with the NBA and Turner, ushering in the next generation of sports viewing and interactivity through the power of Magic Leap One and a newly created NBA App that will be available through the platform.”

Magic Leap have also been involved with NBA great Shaquille O’Neill, who appeared in a video at a recent event by Recode. O’Neill was suitably impressed by the lightfield-display technology.  “When I went to Magic Leap, I watched a full court game right here, Lebron was right [next to me]. Then I went over here and watched Orlando play the L.A. Lakers.”

Obviously this story will be developing as the situation with the Magic Leap One becomes more clear. It will also be interesting to see how things play out, especially given the existing Intel deal mentioned above.  VRFocus will bring you more news as we get it.

NBA Magic Leap

Global eSports Forum Launched By Intel & ESL

Which neatly brings us full circle back to Intel for some eSports news, namely the announcement that the tech giant is teaming up once again with ESL, but this time they’re looking to continue development of the platform itself with their inaugural Global eSports Forum conference. The event will look to bring together brands, sponsors, analysts, investors and the media related to eSports to discuss where the brand will be headed next. The event is scheduled to take place on March 1st 2018 – the day before the Intel Extreme Masters World Championship playoffs in Katowice, Poland – and VR will certainly be discussed.

GLOBAL ESPORTS FORUMFour tracks have been confirmed for the event:

Main Track

Featuring panels and keynotes that address the most current themes in the eSports industry, including the future of eSports structures, marketing strategies, and technology that will help unlock esports for the next generation of fans and players.

Speakers featured will include: John Bonini (VP/GM of VR, Esports and Gaming, Intel), Ralf Reichert (CEO, ESL), Nicola Piggott (The Story Mob), Victor Goossens (Co-CEO, Team Liquid), and Luis Correia (CEO, Polaris Sport).

Deep Dive Sessions

Featuring workshops and presentations from industry experts in the fields of investment, branding, communications & public relations and eSports infrastructure development.

Presenters featured will include Michal Blicharz (VP Pro Gaming, ESL), Arnd Benninghof (CEO, MTGx), Vera Wessolek (Mercedes-Benz), and Viktor Wanli (CEO, Kinguin).

Data Track

Featuring international research firm Newzoo, who will present the latest findings from the Global Esports Report. Delegates will be able to review the latest data and demo Newzoo’s proprietary Data Explorer for more insights into the eSports market.

Invite Only Expert Discussion

To be led by the head of UK’s Women in Gaming initiative, David Smith, this will be a workshop focused on reviewing existing and planned initiatives for increasing and maintaining female participation in careers in tech, gaming and eSports.

You can find out more about the event at

We’ll have more immersive sport news on VRFocus next week at the same time. Source:

VRFC Heads From The Locker Room To The Pitch In These Screenshots

Football, they say, is one of the things that brings the world together. A sport so significant that you can find it played in nearly every country and on every continent. Yes, even Antarctica has seen the odd football kicked around. The first proper match actually taking place some twelve years ago, almost to the day, and saw two teams of explorers defend their country’s honours on the makeshift pitch. One team was from Spain, the other from the not quite so famous footballing nation of Bulgaria.

VRFC Virtual Reality Football ClubIncidentally, the match took place at Livingston Island in minus seven degrees Celsius and was, appropriately enough, a draw. The match ending 3-3 after the Bulgarians took an initial 3-0 lead in the first half.

Fortunately, most people can pull together some friends for the odd kickabout here and there, but in today’s connected world, where thanks to the Internet people can have many friends in places far beyond their home it’s pretty difficult to get them around for a quick game of footie.

Thankfully, Cherry Pop Games – the team behind the popular virtual reality (VR) videogame Sport Bar VR – are looking to provide a solution. Or at least a virtual one. Thanks to their newly announced videogame VRFC, or Virtual Reality Football Club. Launching worldwide later this month for HTC Vive, Oculus Rift and also PlayStation VR it looks to bring a more realistic interpretation of playing football in a VR environment than that which has been released previously.

Already we’ve seen a ‘teaser’ trailer released at the initial announcement, but a number of screenshots of the environments in the title have also been publicised, and you can see them now below.

“With up-to eight players online, VRFC is a competitive online and cross-play compatible VR title like no other, where all the action and movement shines in a 1st person viewpoint.” Explains Cherry Pop Games in a statement. “With a smooth 90fps frame rate, VRFC offer more than just fun; it offers an energetic and engaging upper body workout that will keep you on your toes until the final whistle. As with the sport itself, VRFC is easy to play but harder to master, and with a range of training activities you can develop your skills to become a true legend of the game.”

VRFocus will be bringing you more details about the title in the weeks to come.

VRFC Virtual Reality Football Club - ScreenshotVRFC Virtual Reality Football Club - ScreenshotVRFC Virtual Reality Football Club - ScreenshotVRFC Virtual Reality Football Club - ScreenshotVRFC Virtual Reality Football Club - ScreenshotVRFC Virtual Reality Football Club - Screenshot Source:

National Museum of Finland Offers Virtual Time Travel

A number of museums and galleries have begun to experiment with the possibilities offered by virtual reality (VR) and its related technologies, including extremely prestigious institutions such as the British Museum. The latest to join the trend is the National Museum of Finland, who are using VR to turn back to clock.

With the opening of the new VR exhibit, visitors to the museum will be able to step back in time to the year 1863 by donning a VR headset and walking inside R. W. Ekman’s painting ‘The Opening of he Diet 1863 by Alexander II’.

The exhibit lets visitors get a unique view of the Diet of Finland, the legislative body that existed from 1809 to 1906. They will be able to speak with the emperor and representatives of the different social classes, or visit the Hall of Mirrors in what was formerly the Imperial Palace, now known as the Presidential Palace.

The VR experience forms part of a wider exhibition formed around 1860s Finland as an autonomous Grand Duchy of Russia. The aim of the exhibition is to blend historical artefacts with a digital world to give visitors the feeling of walking into history.

The VR experience was built by Zoan Oy, who are the largest VR studio in Finland. The company have made it their mission to make Finland into the most virtual society in the world.

“It is a unique work even on the international level because it does more than just present events visually. We have gone a step further with history professionals, analysing what each person might have thought that day. It allows visitors to feel like they were a part of the events of the parliament session,” says Zoan CEO Miikka Rosendahl, “The project was also ground-breaking for us. We have been building the living painting since May with around twenty modellers and animators. The project has also involved voice and motion capture actors, a director and dramaturge as well as museum staff who have helped determine historical facts. I hope that, in the future, this work will be a part of Helsinki’s virtual cultural offering that people can experience from anywhere in the world.”

Further information on the exhibition can be found on the National Museum of Finland website. As always, VRFocus will continue to bring you the latest on new and innovative VR projects. Source:

VR Design Tool ‘Gravity Sketch’ Raises $1.7 Million With Participation from Wacom

Gravity Sketch, a concepting & design tool made for VR, has raised $1.7 million in venture capital.

Gravity Sketch, which allows VR users to quickly and easily sketch out 3D industrial design concepts, today announced that the company has raised a $1.7 million seed investment, according to UKTN. The seed round was led by VC firm Forward Partners, with participation by Super Ventures and Wacom.

Wacom is a leading provider of digital design hardware, best known for its high-precision graphics tablets and similar touch & stylus input technology; it’s a big name in the design space, and a strong vote of confidence for Gravity Sketch.

The Gravity Sketch app launched in Early Access on Steam back in August of 2017. While not tremendously well rated by the Steam audience at present, I’ve spoken with one veteran industrial designer who said that the program is a revelation for sketching out 3D designs and rapidly iterating upon them.

Matthew Bradley from Forward Partners, who has joined the Gravity Sketch board as part of the deal, told UKTN that he believes the company’s solution fills a niche not served by CAD tools.

Designing anything that is physical which is at all massive—whether it’s a car, a shoe, a building—is a complicated and old fashioned process. CAD is great but fussy and extremely detailed. What the team at Gravity Sketch has achieved is complementary to existing top-class CAD software yet will achieve huge efficiencies and improvements in the design process. It’s the best use of VR in the enterprise that I’ve ever seen.

The company has also offers a Gravity Sketch design app for the iPad.

The post VR Design Tool ‘Gravity Sketch’ Raises $1.7 Million With Participation from Wacom appeared first on Road to VR. Source:

Social VR Sports Viewing Platform livelike Raises $9.6 Million

Social VR sports viewing startup livelike has announced a Series B investment of $9.6 million.

Livelike is building a social sports viewing platform for VR and AR devices. The company’s product focuses on connecting remote users into ‘virtual suite’ where they can watch a live sports game projected outside the window (as if watching it from a stadium skybox), along with virtual screens showing stats, different angles, replays, and more. The company hopes to create a “new, interactive, communal way of watching live sports”

I was impressed when I got a chance to see an early version of their tech back in 2015. The company went on to raise a $5 million Series A round in 2016, and this week announced a $9.6 million Series B investment, bringing in investors Greycroft Partners and Lepe Partners, among others.

“LiveLike will utilize its new investment to expands its partnerships, and further build out its product and platform to make it even simpler and frictionless for users,” the company explained in its investment announcement. “This will include creating increased cross-platform compatibility, an evolved user interface to make content discovery even more intuitive, and new in-product experiences—such as fantasy sports integrations—designed to spark additional social interactions. Moreover, it will look to build new compelling advertising opportunities that enable marketers to connect with sports fans in groundbreaking ways.”

Image courtesy livelike

Livelike is developing its offering as a white label platform, allowing various sports and event producers to link their broadcasts into the virtual suite, and provide unique branding to fit the broadcaster, sport, and teams on the field. The company says that both FOX Sports and the French Tennis Federation are among the companies they’ve worked with thus far, and have created VR experiences using their tech for Super Bowl LI, UEFA Champions League Final, NCAA Basketball Big East Tournament, and the French Open.

The post Social VR Sports Viewing Platform livelike Raises $9.6 Million appeared first on Road to VR. Source: