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Apple Adds VR Rendering Essentials to MacOS via Metal 2

Road to VR

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.

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Meta's 'Avalanche' VR Cloud Streaming System Is Now Listed On The Store

Upload VR

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.

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Zero Latency Shoots For Multiplayer VR Arcade Network With 24 Locations In 2017

UploadVR Between Realities podcast

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.

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Powering The Next Generation Of Virtual Music Experiences

VRScout

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.

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A 2020 XR Year-In-Review, with MetaVRse' Alan & Julie Smithson, and Alex Colgan

XR for Business Podcast

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.

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A 2020 XR Year-In-Review, with MetaVRse' Alan & Julie Smithson, and Alex Colgan

XR for Business Podcast

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.

article thumbnail

A 2020 XR Year-In-Review, with MetaVRse' Alan & Julie Smithson, and Alex Colgan

XR for Business Podcast

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.