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VR Developer Survey
VR Developer Survey
Those who complete this survey and provide an email will be entered to win a VIVE Pro Full Kit with a retail value of $1,400: https://www.campaign.viveport.com/vive-developer-survey-sweepstakes
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1.
What is your age?
(Required.)
18 to 24
25 to 34
35 to 44
45 to 54
55+
Prefer not to say
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2.
In what country do you live?
(Required.)
Afghanistan
Albania
Algeria
Andorra
Angola
Anguilla
Antigua and Barbuda
Argentina
Armenia
Australia
Austria
Azerbaijan
Bahamas
Bahrain
Bangladesh
Barbados
Belarus
Belgium
Belize
Benin
Bhutan
Bolivia (Plurinational State of)
Bosnia and Herzegovina
Botswana
Brazil
British Virgin Island
Brunei Darussalam
Bulgaria
Burkina Faso
Burundi
Cabo Verde
Cambodia
Cameroon
Canada
Cayman Islands
Central African Republic
Chad
Chile
China
Colombia
Comoros
Congo
Costa Rica
Côte D'Ivoire
Croatia
Cuba
Cyprus
Czech Republic
Democratic People's Republic of Korea
Democratic Republic of the Congo
Denmark
Djibouti
Dominica
Dominican Republic
Ecuador
Egypt
El Salvador
Equatorial Guinea
Eritrea
Estonia
Ethiopia
Fiji
Finland
France
Gabon
Gambia
Georgia
Germany
Ghana
Greece
Grenada
Guatemala
Guinea
Guinea Bissau
Guyana
Haiti
Holy See
Honduras
Hungary
Iceland
India
Indonesia
Iran (Islamic Republic of)
Iraq
Ireland
Israel
Italy
Jamaica
Japan
Jordan
Kazakhstan
Kenya
Kiribati
Kuwait
Kyrgyzstan
Lao People’s Democratic Republic
Latvia
Lebanon
Lesotho
Liberia
Libya
Liechtenstein
Lithuania
Luxembourg
Madagascar
Malawi
Malaysia
Maldives
Mali
Malta
Marshall Islands
Mauritania
Mauritius
Mexico
Micronesia (Federated States of)
Monaco
Mongolia
Montenegro
Montserrat
Morocco
Mozambique
Myanmar
Namibia
Nauru
Nepal
Netherlands
New Zealand
Nicaragua
Niger
Nigeria
Norway
Oman
Pakistan
Palau
Panama
Papua New Guinea
Paraguay
Peru
Philippines
Poland
Portugal
Qatar
Republic of Korea
Republic of Moldova
Romania
Russian Federation
Rwanda
Saint Kitts and Nevis
Saint Lucia
Saint Vincent and the Grenadines
Samoa
San Marino
Sao Tome and Principe
Saudi Arabia
Senegal
Serbia
Seychelles
Sierra Leone
Singapore
Slovakia
Slovenia
Solomon Islands
Somalia
South Africa
South Sudan
Spain
Sri Lanka
State of Palestine
Sudan
Suriname
Swaziland
Sweden
Switzerland
Syrian Arab Republic
Tajikistan
Thailand
The former Yugoslav Republic of Macedonia
Timor-Leste
Togo
Tonga
Trinidad and Tobago
Tunisia
Turkey
Turkmenistan
Turks and Caicos
Tuvalu
Uganda
Ukraine
United Arab Emirates
United Kingdom of Great Britain and Northern Ireland
United Republic of Tanzania
United States of America
Uruguay
Uzbekistan
Vanuatu
Venezuela (Bolivarian Republic of)
Vietnam
Yemen
Zambia
Zimbabwe
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3.
What is your gender?
(Required.)
Female
Male
Decline to state
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4.
How many years have you worked professionally as a developer?
(Required.)
0-2 years
3-5 years
6-10 years
10-20 years
20-30 years
30+ years
I'm not sure
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5.
How many people work at your company?
(Required.)
1-9
10-50
51-100
101-500
501-1000
1001+
I'm not sure
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6.
How many people are in your specific team or group?
(Required.)
1-2 people
3-5 people
6-10 people
11-20 people
21+ people
I'm not sure
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7.
Revenue for your company in 2018 was
(Required.)
Under $20,000
$20,000 - $49,999
$50,000 - $99,999
$100,000 - $249,999
$250,000 - $999,999
$1 million or more
I am not sure / decline to state
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8.
Please identify your role in your company's VR initiatives
(Required.)
I lead my company's VR initiatives
I am actively involved in my company's VR initiatives
I have monitored VR initiatives in an admin capacity
I have limited or passing knowledge of my company's VR initiatives
I am not involved with VR
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9.
Which of the following commercial game engines are you familiar with?
(Required.)
Uplevel
Unity
CryEngine
PhyreEngine
Coco2d
Illusory
Unreal Engine
None of the above - I don't know any of these or have only used proprietary engines
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10.
What do you think is most exciting about developing VR-based apps?
(Required.)
Being at the forefront of new tech
Being involved in creating something that has never been done before
Opportunities to explore a wide variety of industries
Learning new techniques / expanding knowledge base
The type of people the industry attracts
Other (please specify)
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11.
Who is your main audience as a developer?
(Required.)
Enterprise / Public Sector / Education
Consumers
Events
Location-based entertainment
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12.
FOR ENTERPRISE, please select the following industries for which you have helped develop and deliver VR apps and content in the last 3 years.
(Required.)
Hospitality / Travel
Public Sector
Financial Services
Business / Professional Services
Healthcare / Medical
Automotive
Manufacturing / Heavy Industry
Energy / Utilities / Natural Resources
Aerospace
Architecture / Engineering / Construction
Education
Retail & Consumer Products
Media / Entertainment
Not Applicable
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13.
FOR CONSUMER, please select the following consumer VR app or content types that you have helped develop and deliver in the last 3 years.
(Required.)
Games
Other consumer-oriented app or content type (personal expression, productivity, etc.)
Social networking, private communication or group text/voice/video chat
Commercial or user-generated videos or photos
Not applicable
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14.
FOR GAMES, what type or genre of game are you working on now, or did you last complete if you are between projects?
(Required.)
Playing card, casino & billiards (i.e., PokerStars VR, Sports Bar VR)
Shooter (i.e., Space Pirate Trainer, Gun Club VR, Farpoint)
Puzzle (i.e., I Expect You To Die, Curious Tales of the Stolen Pets, A Fisherman’s Tale)
Strategy & tactics (i.e., Skyworld: Kingdom Brawl, Final Assault)
Simulators (i.e., Job Simulator, Prison Boss)
Role playing (i.e., Skyrim VR, Asgard’s Wrath)
Word & trivia (i.e., VR Trivia Battle)
Action and Open World Action (i.e., Stormland, LA Noire: The VR Case Files)
Fighting (i.e., Ninja Legends, Gorn)
Battle Royale (i.e., Population One, Stand Out VR Battle Royal)
Adventure (story-driven games like Moss & The Gallery – Episode 2: Heart of the Emberstone)
Family, children & party (i.e., Angry Birds VR: Isle of Pigs, Keep Talking and Nobody Explodes)
Educational & brain training (including number-based games like Sudoku)
Classic board & collectible cards (i.e., Monopoly, Catan VR)
Classics (i.e., Pac-Man, Atari or NES / SNES game emulators)
Physical fitness & health-related (i.e., Knockout League, Sparc, Hotsquat)
Indie (unusual games from small studios i.e., Fujii, Where Thoughts Go)
Sandbox (i.e., Minecraft VR)
Multiplayer Shooters (Pavlov VR, Onward)
Music, dancing & rhythm (i.e., Beat Saber, Audica, Audioshield)
Not applicable
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15.
What commercial game engines and middleware tools have you used to develop VR apps / content in the past year?
(Required.)
Unreal Engine
WebVR
RAD Game Tools
Skillz
Autodesk Gameware
React 360
Unity
Wwise from Audiokinetic
Adobe 3ds Max, Maya or Substance
FMOD from Firelight Tech.
Havok (physics engine)
NVIDIA GameWorks
Graphine (Granite SDK)
Native (C++)
CryEngine
Other, proprietary or not sure
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16.
What is the biggest challenge or deterrent for you in terms of developing and commercializing VR-based apps today?
(Required.)
Low audience adoption
Project management or team-based challenges
The end user experience as it exists today
Investor or project funder concerns about the industry’s prospects (or our project's prospects)
Lack of tools and documentation
Lack of hardware innovation
Lack of solid business model strategies
Some other factor, please specify
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17.
Given the main challenge you've identified, have you previously encountered a similar problem? If so, how did you (or your group/team) address this challenge?
(Required.)
I have never encountered this type of challenge before
I have encountered a similar problem in the past, but it stumped me/us
I have encountered a similar problem before and I/we were able to overcome it by [please explain, and while not mentioning specific people or apps/companies, briefly describe the specific problem you ran into and give some details on the solution that ultimately worked]
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18.
What do you think has changed in the industry over the last year?
(Required.)
More media attention
Better development tools and documentation
More companies interested in incorporating VR into their processes
Wider end-user adoption
More developers entering the space
More funding for VR projects and companies
Other (please specify)
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19.
What is the biggest hardware challenge today?
(Required.)
Competing platforms (fragmentation of the install base)
Tethering (to PCs or game consoles)
Design challenges
Integrating VR into existing systems and processes
Lack of mobile platforms (mobile VR is weakly supported)
Cost to end users to buy VR hardware
The user experience is lacking
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20.
What do you think VR hardware companies should do to better support developers?
(Required.)
Early access to developer kits
Technical support
Developer exclusive discounts
Accessory deals
More mass marketing
Up front content investment
I don’t know
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21.
What do you think is the biggest challenge that the VR market faces today?
(Required.)
The content isn't exciting enough (the games, videos and apps don't appeal to users)
The hardware costs too much / users can’t afford it
Tethering / lack of mobility
The hardware doesn’t work well enough (poor performance, bad user experience)
Security
The games, apps or content cost too much
The hardware is generally poorly designed; it’s uncomfortable to wear for extended periods
General lack of awareness about or interest in VR experiences
Latency / WiFi
Other or not sure
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22.
What industries and market segments are best primed for VR growth in 2020? Select top 3
(Required.)
Art
Science
Training / Simulation
Enterprise
Location-based Entertainment
Gaming
Education
Entertainment / Media
Military
E-commerce / Retail
I’m not sure
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23.
What areas are you most focused on?
(Required.)
Tethered VR platforms (HTC VIVE or VIVE PRO, Oculus Rift or Rift S, Sony PSVR, Valve Index, etc.)
Stand-alone VR systems (Oculus Quest or Go, HTC Focus, etc.)
Mobile VR (Google Daydream, Samsung Gear VR, etc.)
I’m not sure
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24.
Are you creating, or will you create content for multiple VR platforms in 2020
(Required.)
Yes
No
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25.
Which platforms did you develop for in 2019?
(Required.)
Google Daydream SDK
Qualcomm Snapdragon VR SDK
Steamworks SDK
ARM Mali VR SDK
Nvidia VRworks
VIVE Wave SDK
VIVE SENSE SDK
OpenVR SDK
VIVEPORT SDK
Oculus SDK
Other or not sure
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26.
What are the biggest drawbacks to existing developer tools?
(Required.)
The art/asset creation tools out there need work
The available user interface options aren't great
The audio middleware tools aren't robust or flexible enough
The commercial game engines have clear limitations
The server-side (multiplayer/social) tools are weak
Other or not sure
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27.
What are the biggest pain points with technical documentation? (engines, art creation, audio, etc.)
(Required.)
Hard to find what I'm looking for quickly online
The topics documented online aren't specific or clear enough to address my problems
It’s hard to get someone from the toolmaker or engine provider to respond to my question quickly
Responses to my queries from toolmakers, engine providers or from other developers are incomplete or wrong
Some other factor
I don’t know or not sure
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28.
What are the biggest challenges you face when marketing new content?
(Required.)
Few promotional campaigns or sales events hosted by platforms
Breadth of competition
Lack of publications regularly covering VR content
Low visibility of title on the stores
Niche appeal of industry currently
Lack of time to prepare trailers or in-VR previews
Lack of marketing team or resources/money
Small user base
Other (please specify)
29.
What is your email?
Current Progress,
0 of 29 answered