This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Because VR demands high-powered graphics and extremely low latency, specially tuning the rendering pipeline between the GPU and the headset is crucial to maintaining a comfortable and performant VR experience. On stage at WWDC 2017, Valve’s Nat Brown overviews the inner workings of SteamVR rendering on MacOS | Photo courtesy Apple.
The store page description reads "Download to test out the latest cloud streamed titles on Avalanche", and its images include screenshots of Lone Echo , a blockbuster Oculus Rift game from 2017 that hasn't been ported to Quest, as well as Beat Saber and the Unreal Engine's City Sample.
Over the past three years, Melbourne, Australia-based startup Zero Latency has been refining its multiplayer virtual reality arcade platform, which currently has three playable games for up to six players with plans to add eight-player support by the end of this year. Hands-on With Zero Latency.
These dance moves quickly became popular beyond the gaming community shortly after Fortnite’s launch in 2017. In a split rendering process, rendering is shared between the VR headset and the edge cloud to augment the latency-sensitive on-device tracking systems.
But then you look at Unreal. They bought a product called Vuforia back from Qualcomm, I believe in 2016 or 2017. But in an industrial factory or something where you can have line of sight to all your machines, you now have instant, instant, latent free zero latency-- not zero, but you get my point. Alex: Near zero latency.
But then you look at Unreal. They bought a product called Vuforia back from Qualcomm, I believe in 2016 or 2017. But in an industrial factory or something where you can have line of sight to all your machines, you now have instant, instant, latent free zero latency-- not zero, but you get my point. Alex: Near zero latency.
But then you look at Unreal. They bought a product called Vuforia back from Qualcomm, I believe in 2016 or 2017. But in an industrial factory or something where you can have line of sight to all your machines, you now have instant, instant, latent free zero latency-- not zero, but you get my point. Alex: Near zero latency.
We organize all of the trending information in your field so you don't have to. Join 3,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content