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Apple Adding “plug and play support” for Vive Pro in MacOS Mojave

Road to VR

At Apple’s WWDC conference this week, the company announced that the Vive Pro will be fully supported on the newest version of MacOS, ‘Mojave’, soon to launch in public beta and available widely later this year. ski speaks on stage at WWDC 2018 | Image courtesy Apple. High Sierra. Karol Gasi?ski ski said at WWDC.

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VR Set To Enter New Phase After A Decade Of Carmack

Upload VR

In December 2012 I published my first in-depth article after a demo with a hand-built Oculus VR prototype. Oculus VR CEO Brendan Iribe looking at a Rift prototype in 2012. “The issue is our efficiency.” “Right now this is a 60 hertz screen, that’s what cell phones are, 60 hertz screen,” Iribe told me.

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The ‘Wolfe’ External GPU Aims to Make Macbooks VR Ready

Road to VR

Those with Apple computers may well feel a little left out in the cold when it comes to running the latest virtual reality hardware. But right now there’s just not a single machine out there [from Apple] that supports it. So are Apple computer users SOL when it comes to running VR? MacBook Pro Retina, 13-inch, Late 2012–2015.

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‘Mythica VR': VR LARP With D&D-style World Building Hits Kickstarter

Road to VR

Provided the project reaches its $80,000 funding goal, the studio is aiming to release Mythica VR on HTC Vive, Oculus Rift/DK2, Google Cardboard and with future support for Google Daydream. Pledge $20 or more – The game on release, for PC with the HTC Vive and Oculus Rift, or iOS or Android with Google Cardboard.

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Best Places To Learn AR and VR Development Online in 2020

Hypergrid Business

Examples are HTC Vive, Oculus Rift, Cardboard and other that are now very popular VR platforms for building experiences. WebVR is also becoming a formidable force for those who love HTC Vive, Oculus Rift or Google Cardboard, in a web browser. Edx.org is an online learning destination founded by Harvard University and MIT in 2012.

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

XR for Business Podcast

But if I take it very short, it started really in volume 2012-ish. So it took like from 2007 to 2012. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. Then in 2012, the IKEA catalog app had AR in it. Martin: That story has been told a few times. Martin: Okay.

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

XR for Business Podcast

But if I take it very short, it started really in volume 2012-ish. So it took like from 2007 to 2012. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. Then in 2012, the IKEA catalog app had AR in it. Martin: That story has been told a few times. Martin: Okay.

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