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1 WALTZ OF THE WIZARD: comparing the room-scale VR platforms Steam and Oculus Home PUBLICATION: X94R3U8-002 Ghostline Data Insights MAY 1ST 2017

2 9 STEAM RATING 4.6 / 5 OCULUS HOME RATING ABOUT THIS REPORT This report compares differences in audience and usage for Steam VR and Oculus Home releases of Waltz of the Wizard, based on anonymous usage data collected using Ghostline analytics in April The report is being released to help inform the broader VR development community of how VR hardware and platform capabilities can impact user experience and content functionality. ABOUT WALTZ OF THE WIZARD Waltz of the Wizard is a virtual reality experience created by Aldin Dynamics that lets players feel what it s like to have magical powers. Players combine arcane ingredients into a boiling cauldron with the help of an ancient spirit trapped in a human skull, unleashing creative and destructive wizardry upon a fully interactive virtual world. The experience also allows players to travel to new places, finding themselves in mysterious circumstances full of detail and unforgettable atmosphere. Waltz of the Wizard is classified as compatible with standing play area setups, although it will be noted that it is designed for room-scale. Originally designed for the HTC VIVE and released on Steam on May 31st 2016, Waltz of the Wizard has remained among the top 3 highest rated VR applications on Steam since December The experience was released on the Oculus Home platform with native integration for the Oculus Touch controllers on March 27th WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

3 INTERESTING FINDINGS m 2 AVERAGE STEAM PLAY AREAS ARE 5.7M 2 COMPARED TO 3.3M 2 ON OCULUS (PAGE 5) THE NVIDIA GTX 1070 IS THE MOST POPULAR GPU ON BOTH STEAM (27%) AND OCULUS (19%) (PAGE 7) 36% OF STEAM PLAYERS USE PLAY AREAS LARGER THAN 6M 2 COMPARED TO ONLY 6% OF OCULUS PLAYERS (PAGE 5) 14.9% OF OCULUS PLAYERS USE 3 SENSORS AND 80.9% USE 2 SENSORS (PAGE 6) OCULUS TRACKING IS IMPROVED 2X WITH 3 SENSORS COMPARED TO 2 SENSORS (PAGE 6) 10.9% OF STEAM PLAYERS ARE FROM CHINA COMPARED TO 0.3% OF OCULUS PLAYERS (PAGE 4) AVERAGE SESSION LENGTH OF 28 MINUTES IS THE SAME FOR STEAM AND OCULUS. (PAGE 4) 15.1% OF OCULUS PLAYERS USE AMD CPUS COMPARED TO 7.6% OF STEAM PLAYERS (PAGE 7) OCULUS PLAYERS EXPERIENCE 2X MORE TRACKING LOSS THAN STEAM PLAYERS (PAGE 6) 3 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

4 AUDIENCE US 39.6% CN 10.9% 6.9% TOP 10 COUNTRIES UK FR 5.2% DE 5.1% CA 3.6% % % AU RU SE ES US 52.6% 7.9% TOP 10 COUNTRIES UK DE 7.9% CA 5. FR 2.9% 2.3% % 1.4% 1.1% JP AU ES NL RU Rest of the world 19.5% Rest of the world 15.3% AVERAGE SESSION LENGTH 28 min & 51 sec AVERAGE SESSION LENGTH 28 min & 25 sec 4 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

5 m 2 PLAY AREAS STEAM VR PLAY AREA DISTRIBUTION OCULUS PLAY AREA DISTRIBUTION PLAY AREAS FOR TOP 3 COUNTRIES PLAY AREAS FOR TOP 3 COUNTRIES 1) 2) 1) 2) 4 UNITED STATES 4 CHINA 4 UNITED STATES 4 UNITED KINGDOM 3) 3) 4 UNITED KINGDOM 4 GERMANY 5 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

6 TRACKING LOSS CALCULATED BASED ON HOW VR SDKS REPORT TRACKING LOSS PER FRAME 2.7 OVERALL AVERAGE This represents the average tracking loss across all scenes of the experience. The scenes below are select parts of the experience, illustrating how the design of a virtual world can impact tracking loss. 5.1 CONSTELLATION SENSORS 0.8 THE CELL This scene contains a secret ring that users can discover hidden in a hole in one of the walls. It requires a relatively large play area to reach. 5.6 SECONDS LOST PER MINUTE TRACKING LOSS SENSOR COUNT ELEVATED Elevated places users on a narrow bridge over a deep chasm. There are small rocks by the user s feet that can be thrown into the abyss. Reaching close to the floor can often lead to loss of tracking. THE TRIAL The Trial places users in another dimension where their physical movements are observed and commented on by ominous humanoid characters. It does not require a large play area, but the scene design encourages users to turn in a full circle (requiring 360 tracking) OWNERSHIP OF SENSORS WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED X 80.9% 1X 3X 14.9% 4X 2.3% 1.9%

7 HARDWARE CPU MANUFACTURERS AMD 7.6% CPU MANUFACTURERS AMD 15.1% Intel 92.4% Intel 84.9% INTEL CPU TYPES i5 31.2% INTEL CPU TYPES i5 32.2% i3 0.3% i7 68.4% GPU CHIPSETS i3 0.5% i7 67.3% GPU CHIPSETS AMD 13.3% AMD 14.1% NVIDIA 86.7% NVIDIA 85.9% GPU TYPES GPU TYPES 4% 4% 12% 6% 11% 27% 2 1) NVIDIA GeForce GTX 1070 (27%) 2) NVIDIA GeForce GTX 1080 (2) 3) NVIDIA GeForce GTX 970 (11%) 4) NVIDIA GeForce GTX 980 Ti () 5) NVIDIA GeForce GTX GB () 6) NVIDIA GeForce GTX 980 (6%) 7) Radeon (TM) RX 480 Graphics (4%) 8) NVIDIA GeForce GTX GB (4%) Others (12%) 5% 5% 7% 12% 19% 11% 14% 1 1) NVIDIA GeForce GTX 1070 (19%) 2) NVIDIA GeForce GTX 970 (1) 3) NVIDIA GeForce GTX 1080 (14%) 4) NVIDIA GeForce GTX 980 (11%) 5) NVIDIA GeForce GTX 980 Ti (7%) 6) NVIDIA GeForce GTX GB () 7) Radeon (TM) RX 480 Graphics (5%) 8) NVIDIA GeForce GTX GB (5%) Others (12%) 7 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

8 BEHAVIOR PHYSICAL MOVEMENT 10.3 meters per minute PHYSICAL MOVEMENT 8.4 meters per minute INTERACTIONS 14 button presses per minute INTERACTIONS 16 button presses per minute GAZE 2255 degrees per minute GAZE 2143 degrees per minute 8 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

9 GAMEPLAY ACTIONS PLAYED THE TRUMPET 41% PLAYED THE TRUMPET 37% SHOT APPRENTICE 15% SHOT APPRENTICE 23% CROUCHED BY TABLE 75% CROUCHED BY TABLE 55% THREW SKULLY OUT THE WINDOW 5% THREW SKULLY OUT THE WINDOW 4% LAID DOWN ON THE FLOOR 1.4% LAID DOWN ON THE FLOOR 0.7% 9 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

10 The grand vision for immersive experiences are believable worlds that make users feel as if transported to another reality. These are the types of experiences that Aldin has been striving towards since 2013, and the company has seen first hand just how many challenges there are in achieving even the simplest implementations of that vision. Interactive virtual realities are more complex than conventional software; they need to work with a diverse range of hardware, and take real-world factors into account such as user stature, physical agility and play area sizes. GHOSTLINE ANALYTICS FOR VR Designing for VR and physical immersion is largely uncharted territory, presenting an entirely new range of development challenges and design factors. As a developer you have the power to invoke deeply emotional sensations as well as to cause unintentional physical discomfort. The smallest of details can make or break an experience. For this reason it is absolutely vital to pay careful attention to the user experience and ensure that your content is having the exact impact that you envision. Ghostline revolutionizes the VR production process, measuring and visualizing new factors in VR user engagement to help ensure that the broadest range of users are having the best experience possible. For any type of VR content being created, Ghostline targets development efforts and offers invaluable insights into the complex relationship between user behavior, content design and VR system setups. For further information and press inquiries contact info@aldindynamics.com 10 WALTZ OF THE WIZARD: COMPARING THE ROOM-SCALE VR PLATFORMS STEAM AND OCULUS HOME(PUBLICATION: X94R3U8-002), ALDIN DYNAMICS ALL RIGHTS RESERVED 2017

HOW THE WIZARDS WALTZ:

HOW THE WIZARDS WALTZ: HOW THE WIZARDS WALTZ: STATS FROM OVER 300,000 WALTZ OF THE WIZARD SESSIONS PUBLICATION: X94R3U8-001 Ghostline Data Insights www.ghostline.xyz February 28th 2017 APPROVAL RATING 99% REVIEWS 600+ ADDED

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