Remove 2011 Remove Simulation Remove Unreal
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How You Can Explore Nefertari’s Tomb in Hyper-Realistic VR

NVidia VR

These very large datasets were then optimized for real-time rendered in Unreal Engine at a stable 90 frames per second, retaining all 24Bn points of detail utilizing texture streaming from Granite. NVIDIA’s new architecture combined with Unreal Engine adds a level of speed and power that’s unbeatable with this enormous amount of data.”.

Unreal 60
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12 Can’t Miss VR Talks You Have To See At GDC 2017

UploadVR Between Realities podcast

Room 2011, West Hall. Collectively, these people have shipped Island 359 , Job Simulator , and Fantastic Contraption , some of the most well-known titles out today. These representatives of the best of both PC and mobile VR are bound to have a few answers, as will the makers on Unreal Engine 4. Experiments in Social VR.

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 First Encounter and The Second Encounter each got remastered in HD in 2009 and 2010, respectively, before the release of Serious Sam 3: BFE in 2011.

Unreal 100
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How You Can Explore Nefertari’s Tomb in Hyper-Realistic VR

NVidia VR

These very large datasets were then optimized for real-time rendered in Unreal Engine at a stable 90 frames per second, retaining all 24Bn points of detail utilizing texture streaming from Granite. NVIDIA’s new architecture combined with Unreal Engine adds a level of speed and power that’s unbeatable with this enormous amount of data.”

Unreal 36
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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

Dan: In my past, I used to work with simulators — big aircraft simulators, etc. But obviously these people couldn’t afford a $50-million simulator. But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. And very much VR has been like AI.

AR 78
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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

Dan: In my past, I used to work with simulators — big aircraft simulators, etc. But obviously these people couldn’t afford a $50-million simulator. But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. And very much VR has been like AI.

AR 78
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The IKEA of AR: Making Content Effortlessly, with EON Reality's Dan Lejerskar

XR for Business Podcast

Dan: In my past, I used to work with simulators -- big aircraft simulators, etc. -- and I got really excited about seeing the effect it has on pilots and soldiers, and I always thought that it would be useful to do the same, but for normal people, nurses, etc. But obviously these people couldn't afford a $50-million simulator.

AR 60