IBC
Niantic says Harry Potter: Wizards Unite will
bring unprecedented scale to AR gaming. It could also provide a glimpse into
the future of entertainment.
The
company which jump-started consumer AR with the phenomenal hit Pokémon Go is back with a Harry Potter-themed game
which promises to be the first real-time synchronised multi-player augmented
reality experience.
It
is primed for the introduction of 5G and could be the killer app which
operators and handset makers need to get consumers to buy 5G smartphones and
network subscriptions.
But
the ambitions of its developer go far beyond simple gameplay.
The
“planet-scale augmented reality platform” which underpins it is intended to
function like a global operating system forapplications that unite the digital
world with the physical world – or as Niantic’s John Hanke puts it – uniting
holograms with atoms.
“We
stand at the beginning of a whole new era of augmented reality experiences and
a new digital interaction for information and entertainment,” the company’s
founder and CEO said at Mobile World Congress in February.
“Yes,
it is being hyped, but a paradigm change like this happens maybe once every
couple decades.”
Pokémon Go has achieved over 2 billion downloads. The company’s vision and
track record have valued Niantic at almost $4 billion, propelled by investors
including Samsung Ventures and esports group aXiomatic Gaming.
It
will be hoping for more of the same mass participation when it launches Harry Potter: Wizards Unite, made with the blessing of
Warner Bros. and JK Rowling, later this year.
The
title is built using an inhouse gaming engine “that allows hundreds of millions
of players to play in a single global instance,” Hanke says.
Pokémon Go, which is built on this
platform, has already demonstrated concurrent real-time usage of several
million players in a single, consistent game environment, Niantic says, with
demonstrated monthly usage in the hundreds of millions.
But
the AR Platform, for which Harry Potter: Wizards Unite is
the first application, is of another order entirely. With it, the San
Francisco-based outfit aims to solve a number of the key limitations of current
AR. Ideally, AR objects should be able to blend into our reality, seamlessly
moving behind and around real-world objects in real time.
To
tackle this, Niantic is using machine learning to determine the depth of every
pixel in a video frame and then applies that to make virtual objects obey real
world physics.
What’s
more it is using the same pixel depth data to map every physical location of
every user on earth for AR experiences potentially involving billions of
people.
If
successful it will challenge both Apple and Google’s efforts to establish a
monopoly in the emerging AR field.
How?
To begin with it’s worth knowing that Niantic was a start-up within Google that
helped build apps that became Google Maps and Google Earth before being
spun-off in 2005 with Hanke at the helm.
He
is taking a similar contextual mapping approach so that animated objects and
characters (a Quidditch ball, a wand or a fantastic beast, say) are visible at
the same time, in the same place and continuously in time to anyone with the
app on their phone or with AR glasses.
“That means we have to photograph and analyse
a user’s immediate environment and their positional data to create an AR map in
the cloud and serve it back to share with other users.”
Understanding the AR world
Niantic’s AR is an attempt to move from computer models of the world centred around roads and cars – like Google Maps - to one centred around people.
Niantic’s AR is an attempt to move from computer models of the world centred around roads and cars – like Google Maps - to one centred around people.
To
help with that it is using a dataset submitted, curated and updated over the
past six years by players of Pokemon Go which it is
combining with other datasets to build contextual computer vision.
According
to Niantic, such advanced AR requires an understanding of not just how the
world looks, but also what it means: what objects are present in a given space,
what those objects are doing, and how they are related to each other, if at
all.
“Once
we understand the ‘meaning’ of the world around us, the possibilities of what
we can layer on is limitless,” it explained in a blogpost. “We are in the very
early days of exploring ideas, testing and creating demos. Imagine, for
example, that if our platform can identify and contextualize the presence of
flowers, then it will know to make a bumblebee appear. Or, if the AR can see
and contextualize a lake, it will know to make a duck appear.”
Niantic
has the financial resource to code and acquire the tech to do this. In November
2017, it bought Evertoon, a start-up exploring digital social mechanics. In
February 2018, it acquired mapping and computer vision specialist Escher
Reality and followed that last June by adding London-based start-up Matrix
Mill.
This
is now Niantic’s London office where Matrix Mill’s trio of neural scientists –
all with a shared University College London background - are using computer
vision and deep learning to develop techniques to understand and contextualise
the 3D space from information culled from the smartphone cameras of game
players.
As
Hanke puts it, “the larger the vocabulary, the more understanding we have, and
the richer the AR on our platform can be.”
A
prototype virtual dodgeball game Codename: Neon was
developed last year to test the company’s contextual computer vision where AR
objects understand and interact with real world objects or people. For example,
players in the game can harvest energy from white pellets on the ground, and
those are a shared resource–so if one player gets them, the other players
can’t.
“All
the action, firing, dodging and absorbing of energy is shared with all other
players at a very low level of latency,” says Hanke.
Lagging behind
Another internal experiment, Tonehenge, encourages people to work together to solve intricate Myst-like environment puzzles.
Another internal experiment, Tonehenge, encourages people to work together to solve intricate Myst-like environment puzzles.
Some
of the features of these games will reappear in Harry Potter:
Wizards Unite.
The
other Achilles heel of AR is the latency of data being sent over the network in
response to user actions. It’s nearly impossible to create a shared reality
experience if the timing isn’t perfect – but 5G solves this.
“Even good latency times
today are 100 milliseconds. With 5G we can get that to a near instantaneous
tens of milliseconds,” Hanke said.
To
put this in perspective, with rendering at 60fps, each new image is displayed
at less than 16ms. According to the company, this means that in a peer-to-peer
multiplayer AR game you can see where your friends actually are rather than
where your friends were.
The
company’s cloud-based platform is designed to make it easier for other
developers to create AR apps which can run on any device, unlike Apple’s ARKit
and Google’s ARCore, which are both focused on their own iPhones and Android
smartphones.
Modelling
a ‘people-focused’ world of parks, trails, sidewalks, and other publicly
accessible spaces still requires significant computation. The technology must
be able to resolve minute details, to specifically digitise these places, and
to model them in an interactive 3D space that a computer can quickly and easily
read.
This
is enabled by mobile edge computing in which the processing power is moved
closer to the user – at one of the millions of new 5G cell sites being
installed - and allows Niantic to perform compute intensive work such as
arbitrating the real-time interactions of a thousand individuals playing in a
small geographic area.
It
has partnerships with Deutsche Telekom, Korea’s SK Telecom and Samsung.
“If you want to build compute intensive shared
AR experiences, we need the next level of network,” Hanke says.
All
of this presupposes a future of ubiquitous wearable computing, one in which the
augmented reality experience is inherently shared and social.
If
that’s to work, Niantic believes the AR interaction must feel natural to our
senses. “The digital would obey similar rules to the physical in order to
create the suspense of disbelief in our brains,” explains Diana Hu, formerly of
Escher Reality now Niantic’s head of AR Platform.
For
example, in Pokémon Go when it rains in a
player’s location in the real world, that is reflected in the game.
Last
year Niantic launched a contest for developers to share ideas and build new
experiences on Niantic’s platform. The winner stands to receive one million
dollars and will be announced later this year.
“It’s
all about unleashing the power of indie developers,” Hanke says.
In
Niantic’s world, our everyday experiences are enhanced by hardware that is unobtrusive,
can go anywhere, and is connected in real-time with low latency 5G connections.
A
similar - even rival - concept for mixed reality spatial computing at scale is
being imagined by Magic Leap.
It
will be interesting to see if and when those worlds collide.
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