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Facebook’s VR headset subsidiary Oculus is finally integrating a native tool that will let you capture and share your Rift experiences through 360 photos and videos—one that developers can integrate into Unity and Unreal Engines, and across NVIDIA and AMD GPUs— and it’s available today on GitHub.
Apple may not hold the majority of the PC market, but among certain sectors its hardware and software are nearly industry standards. Apple is positioning the new iMac Pro—available this Thursday starting at a cool $5,000—as an ideal machine for VR content creators (both 360video and real-time).
XCOM Labs has worked on all the layers of this solution: the network architecture, the hardware, and the streaming protocols. It exploits the graphical power of Unreal, streamed with cloud rendering so it can run on all platforms via the browser. There was a grid of like 16 of them on the ceiling to create the network for the headsets.
Though well loved, Apple’s computer lineup got somewhat left in the dust at the launch of the Rift and Vive, both of which had hardware requirements that exceeded what Apple had on offer. Using Epic’s Unreal Engine VR Editor, they showed how developers could build VR content inside of VR itself, using Star Wars assets.
I still remember when Amaze was a distribution platform for 360videos … I loved the high quality of its videos and I also loved the team working there. Then the startup pivoted to VR concerts when it understood that the market for 360videos wasn’t going to explode.
As announced at the GPU conference today, Nvidia is releasing new software development kits (SDKs) for VRWorks that will help to enhance VR experiences running on the company’s hardware. The SDK has already been integrated with Epic Games’ Unreal Engine 4.
Also noteworthy: Final Cut Pro X will be able to support 360video editing, Unity and Unreal now have VR support for Macs, and SteamVR is coming to Mac… and although there was a sweet on-stage mixed reality demo using Star Wars assets and an HTC Vive, there was no mention of support for Oculus.
This new standard evolves the previous H265 compression format for videos, reducing data requirement up to 50% while providing visually the same quality. The standard will prove especially efficient for 4K and 8K video and it works with high dynamic range video and omnidirectional 360° video. More info.
And while the system itself is a refreshing answer to one of VR’s biggest pain points, the headset is also one of the most beautiful pieces of VR hardware you’ll encounter. ” Of course, the major need for any VR hardware system right now is to produce content that consumers want to engage with.
The first demo I tried was a basic game-like demo powered by Unreal. The more impressive demos were the 360-videos and other 360 scenes. I stood stop a skyscraper in Dubai, for example, watching a too video unfold in gogeous detail. I could move around with a gamepad and aim down the sights of a gun.
Virtual Desktop developer Guy Godin is now being squeezed on both sides by free competitors with platform-level hardware access to deliver their version of a feature he helped pioneer for hundreds of thousands of PC VR gamers. Virtual Desktop has been one of VR's go-to utilities for many years.
Ever since Epic Games opened its Unreal Engine 4 technology to the world, new use cases have been coming in fast and furious. The latest example of just how far real-time video game engine technology has come will be on display at GDC 2017 this week. Those cars are built like we would do a video game asset,” Libreri said.
The Seebright SDK also supports Unity and Unreal engines and is compatible with both iOS and Android. The Osterhout Design Group is an integrated hardware company with a deep background in advanced augmented reality innovation with the US military, and have their principal outsider investor in 21st Century FOX.
Or Unreal if that’s your language. I learned how to build hardware because back in the late ’90s, we weren’t using beautiful inside-out tracking systems. There was a lot of hardware work. You were really there building hardware and using very low frame, low-resolution headsets.
Where the first Connect back in 2014 was about introducing creators to early VR design and development concepts and pre-release hardware, this year’s conference looks to have gone and grown up, indicating the move from enthusiasts nice to a rapidly evolving industry. Photo courtesy Oculus VR, LLC.
We do a deep dive into immersive audio on today’s podcast where Riggs explains in detail their audio rendering pipeline and how their dynamic calibration of ear anatomy enables their integrated hardware to replicate near-field audio objects better than any other software solution.
Their OctaneRender is GPU-based, physically correct renderer that has been integrated into 24 special effects industry tools with support for Unity and Unreal Engine on the way. But Jules says that they’re working on a much faster techniques.
In addition to her 360video for Stonemilker, exhibit-goers can check out Black Lake, Mouth Mantra (get inside Björk’s mouth!), All hardware manufacturers are chasing that time when the tech shrinks enough to be able to wear PCs on our faces.
These developers make impressive 360videos like their Strictly Come Dancing footage, immersive experiences like the enjoyable Home , and artistic experiments like the one it created in partnership with popular singer, Björk. So how did this unexpected partnership come about?
Maybe the highlight of today is that the company is releasing VRWorks Audio and 360Video software development kits. Key components of VRWorks are being adopted by industry leading graphics engines such as Unreal Engine 4 and Unity 5 to provide developers an easy path to taking advantage of the SDK in their games and applications.
And what he wanted to do was create a product that was simple and easy to use and had 360-degree capabilities. And so he created the hardware and wrote the software to make 360 truly a consumer product. ” And I don’t know if they just understand that or whatever, but they just “We build hardware.”
And what he wanted to do was create a product that was simple and easy to use and had 360-degree capabilities. And so he created the hardware and wrote the software to make 360 truly a consumer product. ” And I don’t know if they just understand that or whatever, but they just “We build hardware.”
But also, beyond that, it allows a user — as we know, the full VR technology is extremely effective at doing — it allows the user to feel completely immersed in the experience, and it allows them to drive it as well, in the way that it’s built is the same as the way that you build VR video games. You mentioned Unreal Engine.
And what he wanted to do was create a product that was simple and easy to use and had 360-degree capabilities. And so he created the hardware and wrote the software to make 360 truly a consumer product. And I don't know if they just understand that or whatever, but they just "We build hardware." Because this is key to VR.
But also, beyond that, it allows a user — as we know, the full VR technology is extremely effective at doing — it allows the user to feel completely immersed in the experience, and it allows them to drive it as well, in the way that it’s built is the same as the way that you build VR video games. You mentioned Unreal Engine.
And by ’99, the hardware was there, so you can start running this on PCs. But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. So you don’t know anything about coding, Unity, Unreal. So the traditional way to do it is to use Unreal or Unity.
And by ’99, the hardware was there, so you can start running this on PCs. But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. So you don’t know anything about coding, Unity, Unreal. So the traditional way to do it is to use Unreal or Unity.
In fact, with just some simple and intuitive modification in the animation production procedure, you'd be able to change the virtual camera into a 360-degree one and shoot panoramas or 360videos of 3D scenes you built within your favorite modelling tool, providing your viewers with exponentially better sense of space, exploration, and free-will.
And by '99, the hardware was there, so you can start running this on PCs. But we managed to navigate those water until I would say 2011, 2012, when the hardware became available for mobile devices. So you don't know anything about coding, Unity, Unreal. So the traditional way to do it is to use Unreal or Unity.
The reason the company was started was because, like I said, all these use cases were so obvious, especially after being in the space for a long time, that I saw all this amazing commercial potential that was only being unrealized because the technology wasn’t good enough. Aside from the improvements of the actual hardware itself.
The reason the company was started was because, like I said, all these use cases were so obvious, especially after being in the space for a long time, that I saw all this amazing commercial potential that was only being unrealized because the technology wasn’t good enough. Aside from the improvements of the actual hardware itself.
You have video that you’re doing; maybe think about how 360video could enhance the experience, or bring it a step further. Here’s a pair of North glasses, here’s all the hardware. Start understanding those incremental changes. You have an email; you could potentially add augmented reality to it.
You have video that you’re doing; maybe think about how 360video could enhance the experience, or bring it a step further. Here’s a pair of North glasses, here’s all the hardware. Start understanding those incremental changes. You have an email; you could potentially add augmented reality to it.
The reason the company was started was because, like I said, all these use cases were so obvious, especially after being in the space for a long time, that I saw all this amazing commercial potential that was only being unrealized because the technology wasn’t good enough. Aside from the improvements of the actual hardware itself.
This week has been the week of the Oculus Connect 6 , the biggest yearly event by Oculus where the VR company announces all its most important news, both on hardware and software sides. It is much better than ALVR and other similar solutions (of course, because Oculus can operate at a deeper level on its hardware and runtime).
I managed to see “most” XR projects and companies and what they were showcasing (including some 360videos, lidar scan with an artistic touch , AR and VR as well).?It There are also companies that create d their own hardware to capture their subjects to higher resolution. ANY DEAD ENDS?
It is huge news and there is a lot to unpack, that’s why I decided to write this article to summarize the most relevant features of AndroidXR from all the points of view (hardware, content, development, etc…) so you are sure not to lose any detail about it! You need the latest Unity 6 to develop this new platform.
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