With Daft Punk gone, we're losing valuable institutional knowledge in Giant Helmet Audio Production. Deadmau5 has been placed in protective confinement.
Paradiddle does support foot controllers for both kick drum & hi hat (usb or midi). Virtuoso also supports a lot more sounds with the SteamVR app but obvously you lose the standalone option. I just felt that it's worth highlighting both those options exist as they were mentioned as negatives in the vid. Looking up some drum solos on RUclips and music people have created with Virtuoso shows how versatile they both are and that the lack of feedback in Paraddidle can be overcome!
I'm surprised no one has made an orchestral conducting app. You could have different difficult levels where an increasing number of sections of the orchestra stop paying attention to you and start rebelling.
I'm also emetophobic. Thanks for talking about it openly, it's something people often just laugh at. Made watching this video more comfy as people often get motionsickness and do the thang with vr headsets.
As a digital artist, VR has been awesome for me. Drawing / sculpting in stereoscopic 3D, with a sense of scale and depth, being able to push and pull in/out as well as up/down/left/right, being able to twist my arm as I sculpt, etc etc. Like you said, it's not yet at the point where it allows real professional work at length, mostly due to the inherent discomfort of a headset. But my god if I don't find myself smiling in wonder every time I use VR to create a 3D drawing or sculpture.
Amazing how much you look like Doc Brown in the thumbnail. Also, as a sort of head-worn monitor, there are AR glasses that do something similar. The NReal air were some that I looked at to use in conjunction with my Steam Deck. Considering that the Deck is more than capable of running a daw and with the dock has the connectivity for an interface, it seems like it would be very useful for someone like myself who is very often bedridden and unable sit at my computer for very long.
Great overview. Thanks Benn As someone with chronic motion sickness triggered visually I'd guessed the VR was not for me. I have a shedload of complex audio kit that I barely know how to power up and no time for more assimilation. You clips and concision have shortcut my path away from the tempting graphical adventures I've seen in the advertising.
@@BennJordan it's held in vrchat! i don't want to be the one posting links in the comment section but modular monday has an easy to find twitter to lead you further :)
Not that it argues any of your points, but FYI Paradiddle does support external MIDI for foot pedals! (At least, allegedly. I haven't tried it or seen it work yet, but I did notice that option in the menu when I played with it! Also supposed to be able to do MIDI output to an external DAW)
Virtuoso is good, definitely the best option. If they upgraded it than it can be great. Patchworld is nuts and fun super interesting but like an acid trip for sure
Oh this looks interesting! You’ve spoken in less then glowing terms about spatialized audio.. I mean mostly Atmos.. but for me, inspired by the sorta electroacoustic tradition.. I’m excited about spatialized audio as a canvas to work on.. and immersive art and design.. and what are the possibilities here… yeah… so I’m excited to see what you do here. You have a mind that, in part, reminds me of folks I’d hang with in the culture around MIT.. in how you relate to technology.. err.. yeah, so one way or another I’m excited to see what you do
you don't need Atmos for that. 5.1 has been a thing for ages. Beastie boys had a quadraphonic concert in the 90s, Santana, Aerosmith, Black Sabath and a ton of others had quadraphonic singles in the 70s. Atmos is just reinventing the wheel and putting a proprietary seal on top
Small correction. You won't have to subscribe to Tribe if you already bought it before they switched to subscription. If you email them they give all existing owners a lifetime sub. Just been through this myself. They really should lead with that on their login page.
I currently use Korg Gadget on a borrowed iPad, & I have to open it twice to open it once. I’m not surprised that you had to open the VR version several times.
I worked in VR for three years. I grew to hate putting the headset on after a month. I don't think we'll see wide adoption of VR until it's small enough to fit in a pair of glasses or contact lenses. Nobody wants to strap a headset on every day, there's no tactility, and the hand tracking does not (yet) enable the use of fine motor skills. It's coming, but it's not ready yet. And sadly, once it is fully integrated with our daily lives and actually practically usable for fiddly things like music making, it will become a platform for pushing more ads into our field of view and collecting yet more personal data to sell to third parties. If a big corporation is pushing something hard, you can be sure there's an ulterior motive.
Pretty cool. I heard that Dreams PS4/5 has a really great music tool that is a bit more casual but intuitive for composers and lay people. I'm not a hip hop or beat artists so I don't really touch synth pads or understand how to use synthesizers. I'm willing to learn but I usually notate and then import to a DAW 😅 unless I want to just fiddle with the soundbanks
Ok And there’s a great point you just brought up what another person hears is actually different from what you hear, So if you’re recording a video and they’re recording a video, play those back so you can hear how different the audio sounds with each person… But yes, you use link that way both you and the other person are connected and hearing the same audio through your computer headphones
That fully corresponds to my experience with VR music apps. For me, the only “music” related VR app that just doesn’t get boring even after 2 years is Beat Saber. Apart from that, the real winners are VR games like “Moss”, the “I Expect you to Die” series, “Half-Life: Alyx” or “Eye of the Temple”.
I think the most reasonable prospect for VR being actually useful is VR sculpting/3d modeling. I haven't found any such program that has settled on an actually usable control scheme yet, though, so I'm not exactly holding out hope. Some stuff is out there, but most of it doesn't do traditional poly modeling well, it's all voxel sculpting, which is not very good for high-detail models or game-ready geometry.
@@littlesnowflakepunk855 I agree, you would think that there should already be sophisticated 3D modeling apps for VR. But I haven't been able to find any yet.
Same thing happened to me with Djay, I had paid for it a while back and now it's subscription based. I had to get a subscription just to use my controller with it! The ironic thing is I would've 100% paid 50 bucks for the new version, I haven't given them my money for at least 5 years and definitely owed them for what I've made with it since then, but being forced into a subscription just to use my controller was a dirty move and left an awful taste in my mouth.
Every time a company goes “please :( we need the money :( so we got rid of our one time paid option” it turns me right off. I had a journalling app I used which did something similar, I had a lifetime paid thing but when I moved phones they didn’t want to transfer it. So I just stopped using it.
Some thing else I noticed that copy of virtuoso he’s using is definitely an Old copy, and it looks like the update hasn’t been applied because there’s been some major changes to the chord instrument..
It’s not production, but there’s a thriving community of musicians in the VR social game VRChat. I have over 7,300 hours in the game and I regularly play live guitar blindfolded by the headset. It’s a great time! There are music festivals, contests, organized and spontaneous open mics, busking, etc. I’d love to introduce you to the scene if you’d be interested!
there are some developers who try to bring in new interfaces (instruments) and workflows for the creative process in VR, which is a good thing. imo, trying to copy a complete production workflow in VR will most probably result in a bad experience. i don't want to turn knobs or sliders in VR. we have unlimited space in VR and we can use our whole body to interact with the VR world. nice to get the perspective of a professional and nice video as always, thanks.
As an FYI, Steam VR (and most PCVR headsets) Headsets can be used without an account via OpenVR, or by simply installing SteamVR without an account. Additionally, PSVR1 can be used without an online account, and IIRC, the same applies to PSVR2
Benn, is there a way to collab with someone else remotely? Like a VR meeting but both of you can hear each other PC sound and record things? I would imagine this is be easy to do, a mix of Virtual Desktop, Teamviewer and OBS I guess?
I was expecting dedmau5 and devo! Or maybe jocks and jarheads making music in uniform... but was blindsided by Facebook apps that haven't even been updated since last time, or barely. For that many billions of dollars investment, you'd expect a DAW and a modular, that both work, and include copy, paste, undo, those kinds of advanced features.
When I think of scifi VR, I think of somebody with a headset connected directly to a bunch of keyboards, mixers, and amps, and maybe its a psychic link.
Thanks for this video! I keep thinking about playing around with some of the VR music apps, but skepticism has kept me from doing it. And it looks like that was warranted. I think one of the most promising areas would be modular, but if it doesn’t try to look as much like hardware modules as in SynthVR. Give me a 3D version of something like the iPad’s BYOD. (There’s probably a better iPad example app that is actually a modular synth, but I haven’t yet gotten past miRack, Model 15, and Drambo in the iPad’s modular synth apps.) Virtual cables emulating physical cables are more annoying than physical cables, and while Drambo’s idea for the connections seems perfect, I’ve most often found it difficult to make the connections I want in practice.
VR motion sickness goes away quickly if you’re willing to push the boundaries. Try something like Battleglide, don’t try to make yourself sick, but don’t try to make yourself comfortable. Take the headset off when you feel unwell. 2 weeks of that and you’ll be a VR god lol
@BennJordan Hey, just an idea I've had in regards to music prod in VR for a while now. Somebody could create a branch of VCV Rack and try to port its interface into a VR environment. VCV is already using OpenGL for all its rendering, it's been a while since I looked at the source but I think they're just using the GLUT library. This undertaking is a pretty low priority for me personally. I'll do it in a couple years if nobody else does.
Hey Benn :) I love your content! However, I'm stumped as to why no one is talking about Movemusic VR DAW Controller for Quest2/3. Have you tried it? Has anyone else tried it? I don't work for them or anything - I'm just curious how this one seems to have slipped through yours and so many peoples nets. All the best!
Regarding Tribe, the previous owners were supposed to get the lifetime subscriptiom for free (and most of us did). The devs seem to be rather active in resolving such issues, but it seems lile the only place for it is their discord. That said, I still hate their switch to subscription model, I can no longer direct people interested in DJing to Tribe as a nice way to get their feet wet.
I was playing around on virtual desktop the other day and i saw the FL studio icon and i was like 🤔🤔🤔🤔 It definitely didn't go so well lol but it was fun
Right now we are still in the early stages of VR but, it is heading in the right direction. There is a promising future but there has to be a good use case cenario for VR in music and at the moment it is still better to use a high res monitor and real hardware to get the job done. A lot of VR apps are too clunky and the passthrough experience on something like the Quest 3, which is what have is not great. It's fine for flight sims etc but for music? Noooo.
It's all still slower and more cumbersome than just using a computer and/or dedicated music hardware, just like most non-game VR content. The inability to "touch" things breaks it for me.
Has anyone else tried the DAW controller called MoveMusic VR??? I've been using it for a few months and I have mapped 100s of Ableton parameters with it. It has AR passthrough and you can control up to 6 parameters at a time. Lacks basics like copy/paste, undo/redo and no hand tracking yet but I think it is the best AR/VR MIDI DAW Controller I've tried.
Man, it's too bad about gadget vr. Probably my favorite iOS daw so I was looking forward to the VR version. The steam reviews scared me away tho. Hopefully they fix it but it seems to be silence from the developers since release. (And it's Detune who has a long relationship with korg doing their ds ports and I believe the switch gadget port.) So you'd expect them to know what they're doing 😑
Thank you so much for the rundown, my friends who have the new quest are not music people and I have been wondering if the experience is any good. I was right to be skeptical it seems. I think there is a lot of potential here for weird controllers and other experimental stuff. Fingers crossed developers stay interested. Maybe something strange like a 3d midinous?
Maybe not a DAW, but making music through something like that music making program you got off steam (in a previous video you made) would be kind of dope!
Jeez Benn, you actually earn your money. If I had to wade through that stuff, I’d get tired and frustrated and be rather inclined to be quite mean about the whole gamut. Trying to imagine what aspect VR could exploit, and I would say this: it would be ten times better, at imitating a ‘big’ audio studio, and letting a punter experience that, than maybe trying to enable a VR version of home studio work? In other words, you could envision (envisage) a studio with a bank of sliders, and you really have to go all the way over to get at the last one, and actually, sound sculpting might be a ‘real’ VR thing worth doing? So you can move a virtual mic further from a virtual big amp/combo and so on. Almost, simply using VR as a way to more interestingly interact with actual sound sculpting tasks, than sliding an adjustment for room size, or hardness of the walls? Just spitballing. A great roundup of the technology as it stands. Everyone, have a great New Year. The world’s going to hell in a handcart and probably we can’t stop it - but at least we didn’t cause it, so we still have our self-respect! Good luck in 2024 to all kind souls.
Great video. With adoption of MR, there will be a feedback loop of user value and development. That will ultimately direct the optimization of the software. Happens on every platform.
Thanks for sharing a peek into the current state of the VR music space. Still doesn't like that avenue is for me. It's hard enough for me to carve out some music making time with my actual physical rack. Hope you are well, you looked extremely exhausted in this video (judging by your eyes). Please get some rest!
RUclipsrs change their thumbnails to attract more viewers and grow their channel. Thumbnails are the small images that represent a video on RUclips. They are very important for getting people’s attention and making them click on the video. A good thumbnail should be eye-catching, relevant, and consistent with the video’s content and the creator’s brand. However, sometimes RUclipsrs are not sure which thumbnail works best for their video. They may have different options or ideas for the thumbnail, and they want to test them out. One way to test thumbnails is to use a method called A/B testing. This is when RUclipsrs upload two or more versions of the same video with different thumbnails and see which one gets more clicks. They can use RUclips’s analytics to compare the click-through rates (CTR) of each thumbnail. The CTR is the percentage of people who see the thumbnail and click on the video. The higher the CTR, the better the thumbnail. A high CTR means that the thumbnail is appealing and engaging to the viewers. It also signals to RUclips’s algorithm that the video is popular and worth recommending to more people. This can lead to more views, more subscribers, and more success for the RUclipsr. RUclipsrs often change their thumbnails within the first few hours or days after uploading the video, because that is when they get the most feedback and data from their viewers. They may also change their thumbnails based on the context of other videos, such as trends, seasons, or events. For example, a RUclipsr may change their thumbnail to match a holiday theme or a viral challenge.
Great video. My flatmate has one of these headsets, its a really cool experience but i see zero reason i to try and make music using this tech. Its mostly visual so why would i use it for audio. It just seems like such a hassle. Mostly the apps just look like shit lol
I am typically a fiend for all things VR but I just can't do it with music. Tried so many things, many of the ones mentioned here, but it just doesn't work for me. Physical feedback is just too much of a core musical aspect for me, I can't just air play instruments like this.
I'm sure that in years to come, we will eventually get the Star Trek style holodeck. But i cant help but see the current state of VR as nothing more than the very first stepping stone, and nothing else. Like the very first adding machines that led to the computers and smartphones we have now, but are kinda cringe in hindsight. And some people might think that this is now affordable. But i routinely spend large sums on music hardware and software, and so far VR just looks a gigantic waste of time and money to me. But then I'm not a gamer.
Hey Benn, long time watcher first time commenter here. I'm a big fan of your channel, but as a long time VR nerd and music technologist, really not a fan of this particular video. I think we're on the same page about a lot of things, like, I don't think VR will ever *replace* producing outside of VR, but there is definitely a place for VR production in the future. I think your video would have been much better if called "This Prolly Isn't The Present Of Music Production" given that all of the experiences you talked about are still in very early stages considering the loooooong history of music production as a whole. I think ultimately the video suffers from taking a particular stance or conclusion and working back from there... You didn't have a great time, so a lot of babies were thrown out with the bath water in order to fit the catchy title. For starters, I really think you should go back and give Patchworld another chance. I was in the same boat as you up until I joined the weekly multiplayer workshop yesterday and was taught about the incredible range of things that are possible in the program. There's more than just premade synths and 10 year olds. There's an incredibly robust system for creating instruments and interactions from scratch which lets you tap into the basics of making music, but combined with interactions that would be impossible in the physical world; you can design your environments from the ground up, even importing models to create worlds the way that you might in a game engine like Unity or Unreal and have these elements respond to the music; and the community is one of the kindest, most helpful, and mature (which is saying A LOT in the current state of social VR) social VR communities that I've experienced in my nearly ten years of being in the industry. For your own sake, I recommend turning on the beta, joining the Discord, and giving it another go. Patchworld is really the best example in my mind of a VR application that makes the previously unimaginable possible. Virtuoso on the other hand is still my go to if I want to just hop into VR and start playing because of it's simplicity. And I'm sorry to say, but the issues that you brought up with it, really aren't problems with the program but how you used it. It's possible (and has been possible since it was still in the App Lab) to use Virtuoso as a MIDI controller that sends out data to another DAW. This both solves the problem you were talking about around using external sounds, but also the issue that you had with jamming. Just two days ago I did a jam with a friend where I controlled synths in Ableton using Virtuoso and then synced our DAWs using Ableton link. VR music production isn't on the same level as production outside of the headset, and it very well may never reach that place. But we are getting closer to having a whole new experience, something that acts as a different kind of interaction using new kinds of interfaces that are impossible in the physical world, and I think that we should judge that emerging medium on its own merits rather than comparing it to a practice that's been around for decades! If we look at it from that lens, we've come a long way, and have an even longer way to go :) P.S. check out Synth VR, I think you might vibe.
Having had some very intense creative moments in VR, and having tested some of the super low-latency music collaboration tools, I can absolutely see a future where VR or AR/MR has a big role. The feeling of being right next to someone in VR can seem very natural after a few minutes. Even remote music instruction would be very doable with basic pass through and webcams to give the teacher multiple views.
Shame about the shortcomings of virtual desktops. First time I saw this I imagined picking up one of these and selling all my monitors... Maybe one day
Honestly you might have not felt sick in VR recording this but I had to stop the video with the motion sickness the head-bobbing induced in me. I don't think I'm trying VR anything any time soon.
FWIW, it's much better when the view moves with you. Watching other people (like this) in VR is miserable...as the view moving exactly with you in it is critical to not feeling sick. Just like you don't notice all head wiggle/bobbing we do in real life. (If you do try it, as soon as you feel a bit off, stop. Don't push it, and try again later...you do get more used to it. And non-walking games like Beat Saber are great for starting out.)
With Daft Punk gone, we're losing valuable institutional knowledge in Giant Helmet Audio Production. Deadmau5 has been placed in protective confinement.
This comment wins the the most awesome comment of the year award.
Luckily we still have BTSM and ATLiens
@@Lantertronics well not anymore, what with the differential focus grouping of the video title that RUclips lets creators do.
😂
And even then I heard Joel stopped wearing his helmet because his spine is fucked up from the weight of it, lmao
1:04 that sponsoring made me literally laugh out loud. it was so accurately mangling together what you usually hear 😅
Paradiddle does support foot controllers for both kick drum & hi hat (usb or midi). Virtuoso also supports a lot more sounds with the SteamVR app but obvously you lose the standalone option. I just felt that it's worth highlighting both those options exist as they were mentioned as negatives in the vid. Looking up some drum solos on RUclips and music people have created with Virtuoso shows how versatile they both are and that the lack of feedback in Paraddidle can be overcome!
I'm surprised no one has made an orchestral conducting app. You could have different difficult levels where an increasing number of sections of the orchestra stop paying attention to you and start rebelling.
Interestingly, that is exactly the sort of thing you CAN make in Patchworld.
Well, Maestro VR is an orchestral conducting app.
This but only if they give you a way to make it look like that Wii Music conducting game.
This actually sounds like a really cool idea, I can imagine a party version mode for pass around multiplayer would be really fun to play in groups.
Beat Saber always felt like Conduct Conduct Revolution to me.
“Manscaped is making a VPN” lol
he really caught me off guard there lmao.
I'm also emetophobic. Thanks for talking about it openly, it's something people often just laugh at. Made watching this video more comfy as people often get motionsickness and do the thang with vr headsets.
“manscaped is making a VPN" 💀💀💀💀
Imagine learning to be a drummer without feeling the sticks and the bounce back
As a digital artist, VR has been awesome for me. Drawing / sculpting in stereoscopic 3D, with a sense of scale and depth, being able to push and pull in/out as well as up/down/left/right, being able to twist my arm as I sculpt, etc etc. Like you said, it's not yet at the point where it allows real professional work at length, mostly due to the inherent discomfort of a headset. But my god if I don't find myself smiling in wonder every time I use VR to create a 3D drawing or sculpture.
"But first, Manscaped is making a VPN" - I died. So funny.
Merry Christmas Mr. Jordan, thank you for another year of audio curiosities!
🎄
Amazing how much you look like Doc Brown in the thumbnail. Also, as a sort of head-worn monitor, there are AR glasses that do something similar. The NReal air were some that I looked at to use in conjunction with my Steam Deck. Considering that the Deck is more than capable of running a daw and with the dock has the connectivity for an interface, it seems like it would be very useful for someone like myself who is very often bedridden and unable sit at my computer for very long.
At first sight I thought this is a picture of doc Emmet Brown 😂
Great overview. Thanks Benn
As someone with chronic motion sickness triggered visually I'd guessed the VR was not for me. I have a shedload of complex audio kit that I barely know how to power up and no time for more assimilation. You clips and concision have shortcut my path away from the tempting graphical adventures I've seen in the advertising.
I thought you were joking when you said your eyebrow was nearly torn off when you were a boxer. That scar is truly BADASS. Merry Christmas Benn!
haha thank you. Most of it has healed up rather nicely
Happy New Year man, love you
I hope Benn will go to vrc dj parties, modular monday for example
how does one do that?
i think he's talking about VRChat that has some music happenings on it. @@BennJordan
@@BennJordan it's held in vrchat! i don't want to be the one posting links in the comment section but modular monday has an easy to find twitter to lead you further :)
@@BennJordan Same way everyone else learns new things, by watching someone teach it on youtube!
I would recommend Vinyl Reality. It is a pretty accurate representation of DJing with vinyl.
Not that it argues any of your points, but FYI Paradiddle does support external MIDI for foot pedals! (At least, allegedly. I haven't tried it or seen it work yet, but I did notice that option in the menu when I played with it! Also supposed to be able to do MIDI output to an external DAW)
Virtuoso is good, definitely the best option. If they upgraded it than it can be great. Patchworld is nuts and fun super interesting but like an acid trip for sure
Oh this looks interesting!
You’ve spoken in less then glowing terms about spatialized audio.. I mean mostly Atmos.. but for me, inspired by the sorta electroacoustic tradition.. I’m excited about spatialized audio as a canvas to work on.. and immersive art and design.. and what are the possibilities here… yeah… so I’m excited to see what you do here.
You have a mind that, in part, reminds me of folks I’d hang with in the culture around MIT.. in how you relate to technology.. err.. yeah, so one way or another I’m excited to see what you do
you don't need Atmos for that. 5.1 has been a thing for ages. Beastie boys had a quadraphonic concert in the 90s, Santana, Aerosmith, Black Sabath and a ton of others had quadraphonic singles in the 70s. Atmos is just reinventing the wheel and putting a proprietary seal on top
Tipper did some really cool 5.1 surround work. It was super cool, but it's incredibly hard to do well and usually just serves as a gimmick.
Small correction. You won't have to subscribe to Tribe if you already bought it before they switched to subscription. If you email them they give all existing owners a lifetime sub. Just been through this myself. They really should lead with that on their login page.
I currently use Korg Gadget on a borrowed iPad, & I have to open it twice to open it once. I’m not surprised that you had to open the VR version several times.
I worked in VR for three years. I grew to hate putting the headset on after a month.
I don't think we'll see wide adoption of VR until it's small enough to fit in a pair of glasses or contact lenses. Nobody wants to strap a headset on every day, there's no tactility, and the hand tracking does not (yet) enable the use of fine motor skills.
It's coming, but it's not ready yet. And sadly, once it is fully integrated with our daily lives and actually practically usable for fiddly things like music making, it will become a platform for pushing more ads into our field of view and collecting yet more personal data to sell to third parties. If a big corporation is pushing something hard, you can be sure there's an ulterior motive.
Pretty cool. I heard that Dreams PS4/5 has a really great music tool that is a bit more casual but intuitive for composers and lay people. I'm not a hip hop or beat artists so I don't really touch synth pads or understand how to use synthesizers. I'm willing to learn but I usually notate and then import to a DAW 😅 unless I want to just fiddle with the soundbanks
Ok And there’s a great point you just brought up what another person hears is actually different from what you hear, So if you’re recording a video and they’re recording a video, play those back so you can hear how different the audio sounds with each person… But yes, you use link that way both you and the other person are connected and hearing the same audio through your computer headphones
That fully corresponds to my experience with VR music apps. For me, the only “music” related VR app that just doesn’t get boring even after 2 years is Beat Saber. Apart from that, the real winners are VR games like “Moss”, the “I Expect you to Die” series, “Half-Life: Alyx” or “Eye of the Temple”.
Considering the other games you listed, probably my top 3 VR experiences, I think I should give 'Eye of the Temple' a go.
I think Superhypercube is a wonderful hidden gem also
I think the most reasonable prospect for VR being actually useful is VR sculpting/3d modeling. I haven't found any such program that has settled on an actually usable control scheme yet, though, so I'm not exactly holding out hope. Some stuff is out there, but most of it doesn't do traditional poly modeling well, it's all voxel sculpting, which is not very good for high-detail models or game-ready geometry.
@@littlesnowflakepunk855 I agree, you would think that there should already be sophisticated 3D modeling apps for VR. But I haven't been able to find any yet.
@@littlesnowflakepunk855 Have you tried Gravity Sketch? It's a pretty competent subdivision modeler, similar to Blender but in VR.
One Love!
Always forward, never ever backward!!
☀☀☀
💚💛❤
🙏🏿🙏🙏🏼
Same thing happened to me with Djay, I had paid for it a while back and now it's subscription based. I had to get a subscription just to use my controller with it! The ironic thing is I would've 100% paid 50 bucks for the new version, I haven't given them my money for at least 5 years and definitely owed them for what I've made with it since then, but being forced into a subscription just to use my controller was a dirty move and left an awful taste in my mouth.
Every time a company goes “please :( we need the money :( so we got rid of our one time paid option” it turns me right off. I had a journalling app I used which did something similar, I had a lifetime paid thing but when I moved phones they didn’t want to transfer it. So I just stopped using it.
Some thing else I noticed that copy of virtuoso he’s using is definitely an Old copy, and it looks like the update hasn’t been applied because there’s been some major changes to the chord instrument..
Thanks for saving us all the trouble. I get dizzy just watching you.
It’s not production, but there’s a thriving community of musicians in the VR social game VRChat. I have over 7,300 hours in the game and I regularly play live guitar blindfolded by the headset. It’s a great time! There are music festivals, contests, organized and spontaneous open mics, busking, etc. I’d love to introduce you to the scene if you’d be interested!
live guitar? i'm intrigued!
@@xkmerlz I see you play VRChat as well! My name in game is the same as here. Add me, friend!
@@LydianMelody as soon as i return from my holiday! 😄
there are some developers who try to bring in new interfaces (instruments) and workflows for the creative process in VR, which is a good thing. imo, trying to copy a complete production workflow in VR will most probably result in a bad experience. i don't want to turn knobs or sliders in VR. we have unlimited space in VR and we can use our whole body to interact with the VR world. nice to get the perspective of a professional and nice video as always, thanks.
As an FYI, Steam VR (and most PCVR headsets) Headsets can be used without an account via OpenVR, or by simply installing SteamVR without an account. Additionally, PSVR1 can be used without an online account, and IIRC, the same applies to PSVR2
Benn, is there a way to collab with someone else remotely? Like a VR meeting but both of you can hear each other PC sound and record things? I would imagine this is be easy to do, a mix of Virtual Desktop, Teamviewer and OBS I guess?
If only a music production app would be as good as VTOLVR is...
I like the big fat "NOPE" in the thumbnail 😂
Not sure if intentional, but nice touch using the plack cat world music. When talking about vr it's very fitting.
I read the title and thought you were going to give us some insight on how Daft Punk and Buckethead produce their music.
I was expecting dedmau5 and devo! Or maybe jocks and jarheads making music in uniform... but was blindsided by Facebook apps that haven't even been updated since last time, or barely. For that many billions of dollars investment, you'd expect a DAW and a modular, that both work, and include copy, paste, undo, those kinds of advanced features.
Meta probably could've bought every band that ever wore a helmet, for the amount of money they spent. Sorry, I just had to vent...
I'd really love to see you go into fun patches using The Analog Thing you've got :D
1:22 that picture is pretty dope
When I think of scifi VR, I think of somebody with a headset connected directly to a bunch of keyboards, mixers, and amps, and maybe its a psychic link.
When I first got a Quest 2 I thought “what can’t it do?”
Now I know it can do several things, but stay connected to my wifi network isn’t one of them
Thanks for this video! I keep thinking about playing around with some of the VR music apps, but skepticism has kept me from doing it. And it looks like that was warranted. I think one of the most promising areas would be modular, but if it doesn’t try to look as much like hardware modules as in SynthVR. Give me a 3D version of something like the iPad’s BYOD. (There’s probably a better iPad example app that is actually a modular synth, but I haven’t yet gotten past miRack, Model 15, and Drambo in the iPad’s modular synth apps.) Virtual cables emulating physical cables are more annoying than physical cables, and while Drambo’s idea for the connections seems perfect, I’ve most often found it difficult to make the connections I want in practice.
You need to do a follow up when the vision pro is released 😉
How is your speech jammer coming along ? Any update vids coming at all on it ? ❤ Merry Christmas 🎅 🎄
VR motion sickness goes away quickly if you’re willing to push the boundaries. Try something like Battleglide, don’t try to make yourself sick, but don’t try to make yourself comfortable. Take the headset off when you feel unwell. 2 weeks of that and you’ll be a VR god lol
@BennJordan Hey, just an idea I've had in regards to music prod in VR for a while now. Somebody could create a branch of VCV Rack and try to port its interface into a VR environment. VCV is already using OpenGL for all its rendering, it's been a while since I looked at the source but I think they're just using the GLUT library. This undertaking is a pretty low priority for me personally. I'll do it in a couple years if nobody else does.
Hey Benn :) I love your content! However, I'm stumped as to why no one is talking about Movemusic VR DAW Controller for Quest2/3. Have you tried it? Has anyone else tried it? I don't work for them or anything - I'm just curious how this one seems to have slipped through yours and so many peoples nets.
All the best!
Regarding Tribe, the previous owners were supposed to get the lifetime subscriptiom for free (and most of us did). The devs seem to be rather active in resolving such issues, but it seems lile the only place for it is their discord.
That said, I still hate their switch to subscription model, I can no longer direct people interested in DJing to Tribe as a nice way to get their feet wet.
Yeah, I was about to write an email to sort it all out but felt like a subscription to a VR CDJ deck is impressively more obnoxious than NFTs.
Are youa. Burner ? Did you go this year ?
I was playing around on virtual desktop the other day and i saw the FL studio icon and i was like 🤔🤔🤔🤔
It definitely didn't go so well lol but it was fun
Right now we are still in the early stages of VR but, it is heading in the right direction. There is a promising future but there has to be a good use case cenario for VR in music and at the moment it is still better to use a high res monitor and real hardware to get the job done. A lot of VR apps are too clunky and the passthrough experience on something like the Quest 3, which is what have is not great. It's fine for flight sims etc but for music? Noooo.
Did you try Synthspace? Thought it would have been in the list forsure
Yup. Had some serious bugs 2 years ago and hasn't been updated since.
It's all still slower and more cumbersome than just using a computer and/or dedicated music hardware, just like most non-game VR content. The inability to "touch" things breaks it for me.
MoveMusic is another Midi VR controller out there. Pretty good IMO
Has anyone else tried the DAW controller called MoveMusic VR??? I've been using it for a few months and I have mapped 100s of Ableton parameters with it. It has AR passthrough and you can control up to 6 parameters at a time. Lacks basics like copy/paste, undo/redo and no hand tracking yet but I think it is the best AR/VR MIDI DAW Controller I've tried.
Need to have Benn playing "thrill of the fight" on stream.
"Jesus wept..." Dean Pelton from Community S6E2 "Lawnmower Maintenance and Postnatal Care", hahaha, great vid, man...
This video is out at the same time as Jean-Michel Jarre virtual concert.
Another Benn Jordan video RUclips didn't notify me about even though I pressed the bell. :|
Hey, have you tried out Symphony Of Motion yet?
is that Duncan Trussell at 05:30?
Man, it's too bad about gadget vr. Probably my favorite iOS daw so I was looking forward to the VR version. The steam reviews scared me away tho. Hopefully they fix it but it seems to be silence from the developers since release. (And it's Detune who has a long relationship with korg doing their ds ports and I believe the switch gadget port.) So you'd expect them to know what they're doing 😑
BTW, content on patch, at least a lot of it is created by dedicated users
Ah meta the preparation for the matrix pod 😂
The visual creation apps I’ve tried is like a smile generator. Magical. Simulating existing interfaces with no physical feedback. sigh generator.
Great video! ☺
i cant believe that SynthVR is actually missing from this list
Thank you so much for the rundown, my friends who have the new quest are not music people and I have been wondering if the experience is any good. I was right to be skeptical it seems. I think there is a lot of potential here for weird controllers and other experimental stuff. Fingers crossed developers stay interested. Maybe something strange like a 3d midinous?
Maybe not a DAW, but making music through something like that music making program you got off steam (in a previous video you made) would be kind of dope!
Jeez Benn, you actually earn your money. If I had to wade through that stuff, I’d get tired and frustrated and be rather inclined to be quite mean about the whole gamut. Trying to imagine what aspect VR could exploit, and I would say this: it would be ten times better, at imitating a ‘big’ audio studio, and letting a punter experience that, than maybe trying to enable a VR version of home studio work? In other words, you could envision (envisage) a studio with a bank of sliders, and you really have to go all the way over to get at the last one, and actually, sound sculpting might be a ‘real’ VR thing worth doing? So you can move a virtual mic further from a virtual big amp/combo and so on. Almost, simply using VR as a way to more interestingly interact with actual sound sculpting tasks, than sliding an adjustment for room size, or hardness of the walls? Just spitballing. A great roundup of the technology as it stands. Everyone, have a great New Year. The world’s going to hell in a handcart and probably we can’t stop it - but at least we didn’t cause it, so we still have our self-respect! Good luck in 2024 to all kind souls.
As someone that has used Korg Gadget on iPad for hundreds of hours, this Half-assed attempt at a VR app really sucks. We need more updates 😂
Quantum error correction *is* pretty dope
Great video. With adoption of MR, there will be a feedback loop of user value and development. That will ultimately direct the optimization of the software. Happens on every platform.
I feel like you have such a great voice for voice over. Like wtf?
Thanks for sharing a peek into the current state of the VR music space. Still doesn't like that avenue is for me. It's hard enough for me to carve out some music making time with my actual physical rack. Hope you are well, you looked extremely exhausted in this video (judging by your eyes). Please get some rest!
I love DJing in Tribe and it's way cheaper than buying a deck
Why’d you change the thumbnail?
RUclipsrs change their thumbnails to attract more viewers and grow their channel. Thumbnails are the small images that represent a video on RUclips. They are very important for getting people’s attention and making them click on the video.
A good thumbnail should be eye-catching, relevant, and consistent with the video’s content and the creator’s brand. However, sometimes RUclipsrs are not sure which thumbnail works best for their video. They may have different options or ideas for the thumbnail, and they want to test them out.
One way to test thumbnails is to use a method called A/B testing. This is when RUclipsrs upload two or more versions of the same video with different thumbnails and see which one gets more clicks. They can use RUclips’s analytics to compare the click-through rates (CTR) of each thumbnail. The CTR is the percentage of people who see the thumbnail and click on the video.
The higher the CTR, the better the thumbnail. A high CTR means that the thumbnail is appealing and engaging to the viewers. It also signals to RUclips’s algorithm that the video is popular and worth recommending to more people. This can lead to more views, more subscribers, and more success for the RUclipsr.
RUclipsrs often change their thumbnails within the first few hours or days after uploading the video, because that is when they get the most feedback and data from their viewers. They may also change their thumbnails based on the context of other videos, such as trends, seasons, or events. For example, a RUclipsr may change their thumbnail to match a holiday theme or a viral challenge.
Great video. My flatmate has one of these headsets, its a really cool experience but i see zero reason i to try and make music using this tech. Its mostly visual so why would i use it for audio. It just seems like such a hassle. Mostly the apps just look like shit lol
I have a friend who's given DJ gigs in second life for over a decade at this point. None of this is new lmao
This is what my friends and I do on vrchat
LETS GOO BRETT JORDEN VIDEO
And also yes, tribe XR. You might as well just go out and buy yourself the equipment… They have really done people a disservice..
This video isn't for me but I just popped in with an upvote and a comment for the honest thumbnail :D
I am typically a fiend for all things VR but I just can't do it with music. Tried so many things, many of the ones mentioned here, but it just doesn't work for me. Physical feedback is just too much of a core musical aspect for me, I can't just air play instruments like this.
1:05 Manscaped VPN LOL
Pioneer did this b.s. with rekord box!
Manscape VPN cracked me up.
I'm sure that in years to come, we will eventually get the Star Trek style holodeck. But i cant help but see the current state of VR as nothing more than the very first stepping stone, and nothing else. Like the very first adding machines that led to the computers and smartphones we have now, but are kinda cringe in hindsight. And some people might think that this is now affordable. But i routinely spend large sums on music hardware and software, and so far VR just looks a gigantic waste of time and money to me. But then I'm not a gamer.
FROM THE TITLE, I am expecting a collab with Deadmau5
Hey Benn, long time watcher first time commenter here. I'm a big fan of your channel, but as a long time VR nerd and music technologist, really not a fan of this particular video. I think we're on the same page about a lot of things, like, I don't think VR will ever *replace* producing outside of VR, but there is definitely a place for VR production in the future. I think your video would have been much better if called "This Prolly Isn't The Present Of Music Production" given that all of the experiences you talked about are still in very early stages considering the loooooong history of music production as a whole. I think ultimately the video suffers from taking a particular stance or conclusion and working back from there... You didn't have a great time, so a lot of babies were thrown out with the bath water in order to fit the catchy title.
For starters, I really think you should go back and give Patchworld another chance. I was in the same boat as you up until I joined the weekly multiplayer workshop yesterday and was taught about the incredible range of things that are possible in the program. There's more than just premade synths and 10 year olds. There's an incredibly robust system for creating instruments and interactions from scratch which lets you tap into the basics of making music, but combined with interactions that would be impossible in the physical world; you can design your environments from the ground up, even importing models to create worlds the way that you might in a game engine like Unity or Unreal and have these elements respond to the music; and the community is one of the kindest, most helpful, and mature (which is saying A LOT in the current state of social VR) social VR communities that I've experienced in my nearly ten years of being in the industry. For your own sake, I recommend turning on the beta, joining the Discord, and giving it another go. Patchworld is really the best example in my mind of a VR application that makes the previously unimaginable possible.
Virtuoso on the other hand is still my go to if I want to just hop into VR and start playing because of it's simplicity. And I'm sorry to say, but the issues that you brought up with it, really aren't problems with the program but how you used it. It's possible (and has been possible since it was still in the App Lab) to use Virtuoso as a MIDI controller that sends out data to another DAW. This both solves the problem you were talking about around using external sounds, but also the issue that you had with jamming. Just two days ago I did a jam with a friend where I controlled synths in Ableton using Virtuoso and then synced our DAWs using Ableton link.
VR music production isn't on the same level as production outside of the headset, and it very well may never reach that place. But we are getting closer to having a whole new experience, something that acts as a different kind of interaction using new kinds of interfaces that are impossible in the physical world, and I think that we should judge that emerging medium on its own merits rather than comparing it to a practice that's been around for decades! If we look at it from that lens, we've come a long way, and have an even longer way to go :)
P.S. check out Synth VR, I think you might vibe.
Having had some very intense creative moments in VR, and having tested some of the super low-latency music collaboration tools, I can absolutely see a future where VR or AR/MR has a big role. The feeling of being right next to someone in VR can seem very natural after a few minutes. Even remote music instruction would be very doable with basic pass through and webcams to give the teacher multiple views.
"Manscaped has made a VPN" 🤣🤣🤣
Shame about the shortcomings of virtual desktops. First time I saw this I imagined picking up one of these and selling all my monitors... Maybe one day
1:02 Is the Manscaped VPN also essentially a legal form of underage gambling through a mobile app riddled with microtransactions?
HAHAHA ... Manscaped !
Manscaped is making VPN. 😂😂😅
manscape should make a vpn though
Honestly you might have not felt sick in VR recording this but I had to stop the video with the motion sickness the head-bobbing induced in me. I don't think I'm trying VR anything any time soon.
FWIW, it's much better when the view moves with you. Watching other people (like this) in VR is miserable...as the view moving exactly with you in it is critical to not feeling sick. Just like you don't notice all head wiggle/bobbing we do in real life. (If you do try it, as soon as you feel a bit off, stop. Don't push it, and try again later...you do get more used to it. And non-walking games like Beat Saber are great for starting out.)