Join our daily and weekly newsletters for the latest updates and exclusive content on industry-leading AI coverage. Learn More
Liv, a pioneer in mixed reality capture, has partnered with Meta to become the official capture solution for Meta Quest wireless virtual reality headsets.
Founded by AJ “DrDoom” Shewki, Liv has inked a multi-year partnership with Meta to bring Liv’s mixed reality capture and virtual camera solutions to developers publishing on Meta Quest and also creators who wish to use those features in Meta Rift and Quest apps. Developers are adding the capability now for standalone headsets and it should be available for consumers to use in the coming weeks in VR games.
A big part of game marketing today combines trailers and video content made by the creator and player community inside games, and Liv wants to continue supporting developers in their mission to reach as many creators, players and fans as possible in XR. If you think about it, Liv is probably going to be the way that we’re going to record our first experiences in the metaverse.
Advertisement
“The first and most important thing is that it’s going to run natively on a Quest,” Shewki said in an interview with GamesBeat. “This will work on a standalone device, on the Quest — meaning the Quest, Quest 2 and Quest 3 and all the upcoming Quest devices. It’s part of our partnership with Meta.”
Shewki added, “We spent seven years building technologies. Our mission has always been to empower people in VR and AR to play and share their favorite moments with their friends, family and fans. This will be the first time that we can do this directly on standalone devices like the Quest.”
The Liv capture will work with Gorilla Tag by Another Axiom; Penguin Paradise (and their new game Skelly), by Sava Studios; and Scary Baboon, by Flixzy.
“Another Axiom builds fully realized spaces that are meant to be shared together, like in our popular game Gorilla Tag,” said David Yee, COO at Another Axiom, in a statement. “We’re always looking at new ways to give our players and creators a great experience they can share with their family and friends. This partnership between Liv and Meta provides access to best-in-class capture and virtual camera technology, introducing new ways to capture and share in-headset experiences. We can’t wait to see what the community does with these new tools.”
One of the key initial goals of the work was to make it easier for developers and creators to capture authentic mixed reality content using a PC with an external camera in both immersive apps and mixed reality apps that use the Meta Quest Presence Platform features. That work has been going on for a while and now it has moved on to standalone devices.
“It’s going to be a massive boost to user generated content inside the top VR applications,” Shewki said.
These capture possibilities include hand tracking, passthrough (where video cameras show you what’s happening in the real world while you’re wearing a headset), scene understanding, anchoring and occlusion. The latter refers to keeping a VR app grounded on the floor and able to figure out when a real-world object blocks the view of a mixed reality object in the virtual space.
As part of this partnership, Meta is deprecating its own mixed reality capture (MRC) tooling and Liv will take over as the official solution.
Advertisement
With Liv, VR players can do things like take a virtual selfie, operate first-person and third-person cameras and perform real-time mixed reality capture with physical cameras.
How it works
MRC has shown its power as a tool to market XR apps and games, and Liv believes it will continue to be an important tool to drive game awareness through video content and hence drive sales. It’s particularly good for filming trailers. A developer can set up the SDK to work with a game in perhaps 30 minutes, Shewki said.
Liv spawns a camera in a game. Its impact on performance is variable depending on the complexity and optimization of the game. In the wired version, the minimum spec for the PC the headset is connected to is a machine with an Nvidia 1080 graphics processing unit (GPU) and Intel i7 CPU.
If a PC crashes during the game, that’s OK. The Liv App and your game are decoupled. If Liv crashes, the game will continue to run and only the Liv features will stop working for the user.
Background
Liv has served the VR game dev community since 2016 and will continue to do so now with the help and support of Meta, Shewki said. But for most of that time, the Liv technology for capturing videos only worked with wired VR headsets that connect to a PC. The tech started there because it was easier to have a recording application running alongside an actual game using the power of a PC. But now the VR wireless headsets have become more powerful, as has the Liv tech.
Now, the difference is that it will work with the most popular VR headsets, the Meta Quest standalone wireless headsets, which don’t need to be connected to a PC. The company has 24 people and they’ve been working on this part for about a year.
“We spent the last seven years building camera technologies for app developers in VR, and content creators and players in VR. Historically, we’ve primarily been on Steam. When we started seven years ago, open VR, or Steam VR, was the only platform available,” Shewki said. “We made a whole bunch of assumptions back then about how the technology ought to work and how it ought to integrate with games. So what we’re releasing is effectively taking those seven years worth of learnings that we have learned alongside developers as we’ve been building this and we’re releasing a new SDK.”
The company has a patent for its volumetric capture and replay system.
Advertisement
So far, roughly 50 to 100 developers have been downloading the SDK every month. Most of them are making games, and they’re developing for VR systems that are connected to the PC. Many of these are for educational users at schools and universities.
The Quest market, for wireless standalone headsets, is an order of magnitude bigger than the PCVR market, thanks to games like Gorilla Tag.
“We expect our monthly creator numbers to go up,” he said. “We are going to roll out with tons of games. Our goal has been to be on every device on every platform. “
And there are some games where this works now.
Advertisement
“As part of this announcement, we’re also excited to share that we’ve got tons of new games getting Liv support, including Gorilla Tag by Another Axiom, and Racket Club by Resolution Games,” Shewki said.
The rush to the Quest
With the mixed reality capture, Liv can film real people composited into the game world, which before now has been primarily used for high-end company production. And Liv also has a trailer production studio in Australia that uses its own tooling, and Liv makes trailers for some of the biggest game developers and platforms in the world.
And then there is the Liv App, which people use for mixed reality capture and a virtual camera. But the limitation has been it had to be wired to a PC. Now, it will be available on standalone devices without the need for a PC or high-powered GPU in your PC, and will be natively available in the game.
Advertisement
“You won’t need to download a Liv app and run the Liv app in parallel. You will spawn the camera. You will film with the camera, and you will save the content and soon also stream the concept natively from the device without ever leaving outside,” Shewki said. “So it is a solution built for people who are primarily in Quests and don’t have additional tooling on their PC.”
To clarify, he said that if you’re on a Quest and you’re primarily playing Quest games without a PC, you can finally create really high-quality and rich video content from your favorite applications using a combination of selfie cameras, third person cameras, drone cameras and first-person view cameras, with all the bells and whistles that you need to make great content, he said.
The rollout plan for the new SDK
The beta release of Liv’s new software development kit (V1.6 SDK) for Unity-based apps that support Presence Platform features is available now. The goal is to unlock the ability for developers who publish on Quest, but build on PC, to capture high-quality video content using real and virtual cameras.
Later this year will mark the arrival of the beta release of the V1.6 SDK for Unreal-based apps that support Presence Platform features. That’s for apps built in Unreal Engine 4.27 or after.
All Liv SDK features are included in V1.6 SDK including the regular virtual cameras (first person, selfie, third person, drone) and avatars.
Advertisement
Beyond 2024, Liv is looking at improving the tooling for creators on the Liv App. Liv’s backlog has grown big over the years, Shewki said.
The Liv SDK for Unity and Unreal are both MIT licensed. It is free for game developers. You can only use Liv with games running on PC using SteamVR and Oculus PCVR/Rift.
As for trailers, the company used Liv for the raw captures, and with a bunch of editing and post-production magic courtesy of Liv Productions.
Sava, the creator at Sava Studios, said in a statement, “I am proud to say we added LCK into Penguin Paradise and our new game Skelly because we want to give our community a way to make the best and high quality content in our game.”
“I am proud to say we added LCK into Penguin Paradise and our new game Skelly because we want to give our community a way to make the best and high quality content in our game!”
Advertisement
Asked if the capture tools will work natively on a wireless Quest headset without a PC, Shewki said this will happen.
“We are releasing our Quest SDK in a few weeks,” Shewki said.
Creators will be able to immediately use the new Presence Platform features immediately. Mixed Reality capture for passthrough applications has one complication in that it’s typically filmed at a real location versus in front of a green screen, and that means that the final composite happens in post-production since the dev needs to cut out the human subject.
The Liv capture features are being built into the Liv App on Steam, and so the company said it is committed to helping creators across platforms. The company will invest more into the Liv App on the PC on Steam. A large part of the work with Meta is focused around bolstering the PC app on Steam.
Shewki said he wants these cameras to feel like they belong in the game world.
Advertisement
“We specifically want to avoid people thinking of it as, ‘I have to go download an additional tool.’ I’m going to have a rich camera available to me that I can spawn at any time and record my favorite moments without ever leaving the headset. And that’s what this will unlock,” Shewki said. “We’re going to be rolling out with Gorilla Tag and some other big titles initially. Once we roll out, the SDK will be publicly accessible.”
In the app now, only one camera can be running at any given time. Rather than monetize game developers, Shewki said the company will monetize directly with Meta. The company will make sure its tech can work on all upcoming popular AR and VR devices when they launch, he said.
Streaming will be the next thing that Liv will work on. At that point, players will be able to upload and stream directly to Liv. But that’s not ready yet.
VB Daily
Advertisement
Stay in the know! Get the latest news in your inbox daily
Hydrogen-powered vehicles haven’t really caught on as an alternative means of eco-friendly transportation. Hyundai, however, hopes to fix that with a bigger investment in the technology and its newest hydrogen-powered concept SUV called the .
Hyundai announced it plans to start production on the hydrogen SUV in the first half of next year. The Initium can run approximately 404 miles on a single refueling and can also run on electric power as a backup that can be recharged from a household electricity supply. The vehicle will also make its public debut at the LA Auto Show and Auto Guangzhou in China next month. It’s not yet confirmed where the cars will be available when they go on sale so a US launch isn’t guaranteed.
The Initium may just be a concept car for now but Hyundai seems committed to bringing its newest hydrogen car to drivers quickly, even if the fuel source hasn’t made nearly as many strides towards widespread acceptance as electric options. The South Korean carmaker is planning on investing $4 billion to develop its hydrogen vehicle technology and infrastructure to meet its complete carbon neutrality goal by 2045 with cars like the Initium and unveiled last year.
Hydrogen may be an efficient alternative to gasoline but it still has a ways to go to be competitive with electric vehicles (and that’s without acknowledging the continued prevalence of gasoline-powered cars). There are only 59 hydrogen charging stations in the US with most of them in California, according to the . There are only a handful of carmakers who still offer a hydrogen powered option including Hyundai () and Toyota (). Honda used to offer a hydrogen car with The Clarity but it ended production in 2021, according to .
A new report from Mistplay sheds light on some of the behaviors of mobile gamers and their relationship with their games — including how monetization affects them. According to their 2024 Mobile Gaming Growth Report, mobile growth in 2025 is going to be marked by new marketing initiatives and new monetization models as developers and game creators attempt to user acquisition costs and scale revenue. Mobile gaming creators are also predicted to use brand collaborations and reward programs to reinvigorate user interest and retention.
According to Mistplay, mobile gaming faces several challenges when it comes to keeping players invested in their games — the goal is to avoid users “churning” out of a game and never returning to play. One of the findings in the report shows that there are several causes for player churn: 77% of gamers surveyed say they leave due to poor balance between gameplay and monetization, and 66% say it’s a similar dissonance between gameplay and in-game ads.
Ramanand Reddi, Mistplay’s Chief Product Officer, said in a statement, “As mobile game publishers face continued challenges heading into 2025, the core opportunity lies in rethinking the traditional approach to growth and manifesting that mindset across all teams. Those who can fully embrace adaptability and innovation, to drive incremental revenue and combat rising [customer acquisition cost], will ultimately unlock sustainable growth for their games.”
Player advertising and alternative monetization
Mistplay’s report shows that one of the most reliable methods for reaching new players is in-app advertising. 67% of players report finding new games in that fashion, with a large amount of gamers also reporting finding new titles on social platforms such as Instagram, YouTube and TikTok. However, the report also shows that 48% of players report being overwhelmed by the amount of games being offered — meaning there is a point of oversaturation.
Advertisement
Another part of the report also details more about consumer behaviors. According to Mistplay, 75% of players do extra steps before installing a new app, including researching for more information and reading reviews, meaning that maintaining a good reputation is another important factor in avoiding player churn. Players report to Mistplay that they have left a game because it “feels too pay-to-win” (77%) and because of disruptive ads (71%).
Given how informed players are, Mistplay suggests that game developers can offer alternative monetization options. These can include subscriptions, premium titles (where the whole game has a single set cost) and direct-to-consumer web shops. At present, some of these options aren’t as successful with consumers as others — only 14% of players surveyed have engaged with DTC shops. But the report also shows there is room for growth with those options.
Mistplay’s report reads: “DTC web shops are an emerging strategy, rapidly scaling alongside a resurgence of subscription models and continued exploration of IP collaborations for new IAP. This shift aims to improve margins, diversify beyond the traditional app store monopolies, and adapt to changing player behaviors. Investing in these up-and-coming monetization models early will open the door to growing [lifetime value] as adoption rates increase over time.”
GB Daily
Advertisement
Stay in the know! Get the latest news in your inbox daily
In 2014, Ivan Crewkov moved his family from Siberia to the U.S. as his startup, Cubic.AI, was preparing to launch a Kickstarter campaign for its smart speaker. A week before the campaign was supposed to go live, Amazon launched its Echo smart speaker, rendering Cubic.AI essentially dead in the water.
“It was a disaster,” Crewkov told TechCrunch. “It made zero sense to compete with Amazon and Google; we ended up selling the company [two years later].”
But the experience wasn’t a total loss. Moving his family from Siberia to the U.S. meant putting his daughters, used to speaking Russian at home, into English-speaking schools. His eldest daughter started working with an online tutor, and when Crewkov realized that the tutor was reading scripted answers, the idea behind his next and current startup, Buddy.ai, was born.
“I just realized that we could probably create an AI character that would do the same things if lessons are scripted,” Crewkov said. “My daughter struggled; she was our first tester and our first user.”
Advertisement
Buddy.ai is an animated, multimodal, conversational character tutor meant to help children learn English as a second language. The company works as a subscription app that consumers can download. The company has also started working with schools in countries like Brazil as well.
Crewkov said that despite their background working in voice-based AI, it was challenging to get the business off the ground. When they started, they thought they would be able to get the product to market within six months, a goal Crewkov now refers to as “naive.” Instead, it took years.
Because the product is aimed at children, the company had to navigate the Children’s Online Privacy Protection Rule (COPPA) and similar laws in other countries. Plus, it’s a tough problem to crack. The AI had to be trained not just to understand human voice but to also understand children’s voices speaking in languages they didn’t fully know yet.
“We are trying to understand a 4-year-old Brazilian girl who is trying to say her first words in English at the same time as a 4-year-old Arabic girl from Saudi Arabia,” Crewkov said. “Completely different accents and completely different languages. We just started collecting data in countries [where] there were no hardcore [regulations] like COPPA and trained the first model on that data.”
Advertisement
But the company prevailed, and now seven years later it is approaching 55 million downloads and works with more than 22 million students annually.
Buddy.ai just raised an $11 million seed round led by BITKRAFT Ventures with participation from One Way Ventures, J Ventures, and Point72 Ventures, among others.
Crewkov said that fundraising for Buddy.ai was tough from the beginning, and despite the rise of interest in AI, this round was still a slog. He said they spoke to 186 investors to close this seed round. BITKRAFT just happened to be the second firm they spoke to, and Crewkov said that they were the perfect fit for what his company was doing.
“We were specifically interested in finding a fund with expertise in the gaming field and that’s why we are so in love with BITKRAFT,” Crewkov said. “Children treat Buddy as a game. A fun fact is most of the downloads are actually made by children who just want to play with buddy.”
Advertisement
The company plans to invest all of the capital into product development. Crewkov said that despite the company’s age and traction, thus far he considers the tech to be pretty underdeveloped. Buddy.ai plans to hire a head of game design and a head of UX design with this latest round.
Crewkov added that a big push for the company is to add on more languages and continue to build out its relationships with schools.
Buddy.ai is not the only company looking to use AI characters to help people practice a new language. Univerbal is another that has raised $2 million in venture capital. Loora has raised $21.3 million. Buddy.ai’s approach of focusing on children learning English as a second language helps it stand out.
“We just believe that the future is hybrid where AI tutors and AI agents can really help teachers,” Crewkov said. “You just need to provide a lot of practice, practice daily. We will never [have] enough teachers to do that; it’s the prefect applications to AI.”
Apple’s journey to making its own wireless chips has been a long one, but the end might be in sight. Analyst Ming-Chi Kuo posted on X that Apple’s switch to its own in-house Wi-Fi / Bluetooth chips will start with the iPhone 17 in the second half of next year.
Kuo also agrees with 9to5Mac’s report that the iPhone SE 4, expected in spring of 2025, will be the first device to use Apple’s own homemade 5G modem. He says that the SE will continue using a third-party Wi-Fi chip made by Broadcom, and that the iPhone 17 will be the first device to use both an Apple-made modem and Wi-Fi chip.
The budget-friendly iPhone SE series is due for a serious upgrade, and it looks like Apple intends to add a lot more than just a new custom modem. Rumors suggest it will come with an OLED screen for the first time, Face ID, and will support Apple Intelligence. But those aren’t the only upgrades it might see: a higher price tag could be in the cards, too.
Ever send a picture of yourself trying on clothes to a friend to see what they think of how you look? Now, imagine doing the same from the perfume and cologne counter. AI could make that happen in the not-too-distant future after a breakthrough in ‘Scent Teleportation.’ Osmo, which bills itself as a “digital olfaction” company, has succeeded in using AI to analyze a scent in one location and reproduce it elsewhere without human intervention.
Scent teleportation uses sensors to collect and analyze a scent with a Gas Chromatograph Mass Spectrometer (GC/MS). The data is then transmitted to a specialized molecular printer, which can synthesize and combine the chemicals necessary to exactly reproduce the scent. Osmo has previously performed scent teleportation, but only with humans helping the process at every step.
That’s no longer necessary. Osmo has successfully used AI to map the processed scent onto its Principal Odor Map (POM), a database that predicts how specific combinations of molecules correspond to particular smells. AI models can then communicate the molecular profile of the scent to a robotic system to create and mix a replica of the aroma. The video demonstration by Osmo CEO Alex Wiltschko below shows how it works.
Smells like AI
“Well, we actually did it. We digitized scent. A fresh summer plum was the first fruit and scent to be fully digitized and reprinted with no human intervention. It smells great. Holy moly, I’m still processing the magnitude of what we’ve done. And yet, it feels like as we cross this finish line we are instantly at a new starting line,” Wiltschko shared on X. “I don’t know if this is embarrassing, but I carry the plum scent with me a lot of places and smell it constantly. It makes me smile.”
AI makes it possible for Osmo to better process huge amounts of data about a scent, making it more accurate and streamlining the process significantly, even when there are very subtle odor components. Osmo claims to have the largest AI-compatible scent data bank, which in turn helps train the AI to understand and reproduce scents. Scent teleportation isn’t Osmo’s only AI project. The company has also used AI to design entirely new scents, offering them to the fragrance industry.
Advertisement
Inhale the future
While it may seem a bizarre application of AI, scent teleportation could be an enormous boon to multiple industries. Imagine putting on a VR helmet and not only seeing the virtual environment but smelling it, too. Maybe it’s not ideal for some games, but watching a VR cooking show would be much more immersive with some olfactory assistance. Osmo also points to the potential health implications of scent recreation in therapy for conditions like anosmia (loss of smell) or as a way of diagnosing conditions where changes in your sense of smell are a symptom.
As for the sharing of perfumes to get a distant friend’s opinion, companies might look askance at the idea of you replicating their proprietary scents. But you could certainly enhance a romantic message with a picture of a flower the recipient can actually smell. Then again, the most popular suggestion for how to use AI-assisted scent teleportation might turn you off to the whole idea.
Sign up for breaking news, reviews, opinion, top tech deals, and more.
Guys if you keep asking me to use our cutting edge scent teleportation technology to send farts I freaking will and then who’s laughingOctober 30, 2024
I took my first ride in a Waymo robotaxi last month, and now I’m obsessed. I have taken five autonomous car rides since, and even convinced two reluctant friends to do it too. Here’s how I went from a hater to a cautious friend of robot cars in five weeks.
Waymo’s parent company Alphabet – which also owns Google – recently launched a pilot programme in San Francisco. When I was ready to hail one, I simply downloaded an app that closely resembles a rideshare app and pushed the call button. Within minutes, a white Jaguar…
You must be logged in to post a comment Login