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EDITORIAL: Reports of the Apple Vision Pro’s Death Have Been Greatly Exaggerated—And We Need to Compare Apples to Apples (Pun Intended)

Ryan Schultz

If you take a look at programs that truly utilize graphics processing, they are really decades-old apps: Photoshop( 1987 ), Unreal Engine (1999), 3Dmax ( 1988 ), Blender ( 2002 ) and others. Making quality 3D software takes time, like decades’ worth of time.

Apple 52
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‘MechWarrior 5: Mercenaries’ Is Designed To Support VR

UploadVR Between Realities podcast

The last solo entry in the franchise was 2002’s MechWarrior 4: Mercenaries , an expansion to the original game released two years prior. These days, you likely associate the MechWarriror franchise with its most recent entry, the free-to-play, MechWarrior Online.

Unreal 100
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‘Serious Sam VR: The First Encounter’ Is Fast, Frenetic, and Fun FPS Action With Full Locomotion

UploadVR Between Realities podcast

The most accurate comparisons you could draw would be to that of the Duke Nukem, Unreal, and Quake franchises. The Second Encounter followed it in 2002, with Serious Sam 2 releasing in 2005. Right now in the VR market, if you want a fast-paced shooter in the style of Unreal, Quake , or Serious Sam , there aren’t many options.

Unreal 100
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

Alan: Actually, I would say all of them are based on Unity or Unreal. And we have had that all the way since 2002 in different versions. Martin: And I would guess that more than half of them -- or even 80 percent of them -- are based on one or two of the game engines that are out there. Martin: That's what I've found, too.

AR 78
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

Alan: Actually, I would say all of them are based on Unity or Unreal. And we have had that all the way since 2002 in different versions. Martin: And I would guess that more than half of them -- or even 80 percent of them -- are based on one or two of the game engines that are out there. Martin: That's what I've found, too.

AR 78
article thumbnail

Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

Alan: Actually, I would say all of them are based on Unity or Unreal. And we have had that all the way since 2002 in different versions. Martin: And I would guess that more than half of them -- or even 80 percent of them -- are based on one or two of the game engines that are out there. Martin: That's what I've found, too.

AR 60