Remove 2005 Remove Samsung Remove Unity
article thumbnail

The VRScout Report – The Week in VR Review

VRScout

Unity’s most recent update makes the cross-platform game engine even more equally optimized, so with only one API you can simply build for multiple platforms with hardware-specific tweaks held to a minimum. Already supporting the Oculus Rift, Samsung Gear VR, HTC Vive, and PSVR – Unity will now support Google Daydream.

article thumbnail

12 Can’t Miss VR Talks You Have To See At GDC 2017

UploadVR Between Realities podcast

Alon Or-bach (Samsung Electronics), Kaye Mason (Google). It’s not often you get both Oculus and Valve together days, let alone Google and Samsung, with bonus helpings of Epic Games, Owlchemy Labs, and Sensics. Room 2005, West Hall. Liz Mercuri (Unity). Friday, March 3rd, 10:45am – 11:15am.

Unreal 100
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Apple Vision Pro Review: A Portable But Heavy Cinema & Monitor With A Promising Spatial OS

Upload VR

The Unity renderer implementation of foveated rendering, on the other hand is much rougher, and in multiple Unity apps I saw very obvious and harsh artifacts, particularly on text. Given this only happens in Unity Full Space apps, I suspect this can be solved in future software.

Apple 145
article thumbnail

Creating Synthetic Photography, with ThreeKit’s Ben Houston

XR for Business Podcast

You've been in the space since, what, 2005, I believe? So one question I actually had from a technical standpoint is how hard is it to put these things on the web, compared to something like an app or maybe using Unity for a configurator? What is the difference between workflows on Threekit, versus Unity or even Unreal?

Houston 78
article thumbnail

Creating Synthetic Photography, with ThreeKit’s Ben Houston

XR for Business Podcast

You've been in the space since, what, 2005, I believe? So one question I actually had from a technical standpoint is how hard is it to put these things on the web, compared to something like an app or maybe using Unity for a configurator? What is the difference between workflows on Threekit, versus Unity or even Unreal?

Houston 78
article thumbnail

Creating Synthetic Photography, with ThreeKit’s Ben Houston

XR for Business Podcast

You've been in the space since, what, 2005, I believe? So one question I actually had from a technical standpoint is how hard is it to put these things on the web, compared to something like an app or maybe using Unity for a configurator? What is the difference between workflows on Threekit, versus Unity or even Unreal?

Houston 78