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In the best-case scenario, you are the developer of the VR experience, and you want to shoot a 360° video of your own game for promotional purposes. If you are a Unity developer like me, you can use the awesome Unity Recorder package to shoot videos of your experience, both 2D videos and 360videos.
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.
View your 360° video projects in realtime on a HTC Vive. In a trio of announcements, Apple revealed that Valve would be bringing SteamVR and HTC Vive to the new iMac, Unity and Unreal Engine were coming to Mac, and Final Cut Pro X would finally support VR video editing. Final Cut Pro X 10.4
Using Epic’s Unreal Engine VR Editor, they showed how developers could build VR content inside of VR itself, using Star Wars assets. Unity and Unreal VR SDK Support. Apple is updating their professional video editing application, Final Cut Pro X, to support 360 degree video editing.
The former listing seeks a candidate with “direct experience with implementing and/or designing media file formats,” as well as “experience with VR and 360video.” ” The latter is looking for someone with “Direct experience with implementing and/or designing VR or 360video playback systems.”
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). Apple earlier this year also said that it planned to update Final Cut Pro X to support 360 degree video editing.
With Spaces , Microsoft is aiming to provide point-and-click simplicity by letting users create immersive environments on the fly by using media such as 3D assets, 360 photos, and 360video—all of which is stored in SharePoint folders. ” The news was first reported by German VR publication MIXED.
Since it is my last post about AWE, let me cast a ray of visibility on some companies I have met there, but about which I do have not enough material to write a full article: Gamedriver : an interesting solution to create automated tests for your XR application in Unity. I hope you have enjoyed all these articles of mine about AWE!
While the company contends that 360video is the most popular type of content people are consuming in VR right now, they’re adding more ways to categorize so that users can easily browse the store for all types of content, bringing Daydream Home more in line with digital marketplaces like Oculus Home and Valve’s SteamVR UI.
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.
Honestly speaking, we have no idea what is happening, and we don’t even know if this has to do something with the recent lawsuit by Magic Leap or the one from Unreal… are these moves being made to slow the lawsuit or are these just an internal re-organization? Unity’s HDRP is now VR-compatible. Who knows….
It was developed principally by a single developer, Guy Godin, who programmed the app in native code instead of using high-level engines like Unity and Unreal that most developers turn to. Virtual Desktop has been one of VR's go-to utilities for many years.
Just as Unity and Unreal are able to create 3D sound environments for interactive games, Dolby Atmos has an ProTools plug-in with a 3D interface that allows you to mix 3D audio objects for narrative, 360-video content. LISTEN TO THE VOICES OF VR PODCAST.
To that end, Pico announced their SDK during GDC, which includes a Unity plugin. We also have a first-party studio who made our demo here [GDC], and we’re working with non-game partners as well—video partners to bring non-game experiences and 360video, as well as games.”.
Last week I told you about MetaHumans creator, the tool to create realistic humanoid avatars in Unreal Engine. I wonder if something similar could be employed for 360videos…. Image by Epic Games, from The SportsRush). Try the MetaHumans in VR and more. VR can be used in financial planning.
You can either get immersive stuff by building on top of Unity or Unreal, but you’re stuck in a videogame world. Or you can get photoreal capture of live subjects and live environments, but you’re stuck with the tyranny of 360video. What we’re trying to do is bring the best of both.”
Genvid’s technology is already available in Epic Games’ Unreal Engine 4, but a plug-in for Unity is also being released. Others like NextVR are looking to streaming in VR itself with 360videos that bring you closer to live events, while some companies offer in-VR streaming of non-VR game.
Development — Get hands-on training for how to build the world’s best VR applications, from tutorials covering the latest Oculus Mobile and PC SDKs, to workshops on top game engines including Unity and Unreal. Explore the endless possibilities for VR across 360video, film, art, and education.
The Seebright SDK also supports Unity and Unreal engines and is compatible with both iOS and Android. You don’t even need a 360 camera– you can capture a spherical photo with a panoramic photo app. Keep an eye out for the Compass icon, which will mark the 360 photos in your newsfeed.
There are two ends of the spectrum from audio production ranging from pure live capture and pure audio production, which happens to mirror the differences between passive 360video capture and interative, real-time CGI games.
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.
In addition to her 360video for Stonemilker, exhibit-goers can check out Black Lake, Mouth Mantra (get inside Björk’s mouth!), Seattle-based Polyarc received an Epic Games Unreal Developer grant for an unannounced project, code name: Moss. Bitmovin announced a $10.3M
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?
Todd Hooper: We have an SDK for Unity and Unreal 4. We also have a way to do 360video capture so you can render that and consume it on a mobile VR device as well. Most games are GPU-bound not CPU-bound so so far that hasn’t been a challenge. Road to VR: How does a developer make a game work with VREAL?
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.
We were using something called Visa, which was a very low-level library language, very different from what Unity is right now. Or Unreal if that’s your language. For four years, I stayed at UCSB and I learned how to program VR. I learned how to do the coding.
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 were also a few fully immersive exhibitions powered by amazing tech (Spatial, Unity, MeowWolf, Dell, DC, Porsche…), which was great to see.
Or is this taken from like a 360video type of thing? So did you guys build this in Unreal or Unity or.? Nick: Yes, we used Unity. Or is this taken from like a 360video type of thing? Nick: Yeah, next to them, you will go about to the middle of the tire. Alan: That's incredible.
Or is this taken from like a 360video type of thing? So did you guys build this in Unreal or Unity or.? Nick: Yes, we used Unity. Or is this taken from like a 360video type of thing? Nick: Yeah, next to them, you will go about to the middle of the tire. Alan: That's incredible.
Or is this taken from like a 360video type of thing? So did you guys build this in Unreal or Unity or.? Nick: Yes, we used Unity. Or is this taken from like a 360video type of thing? Nick: Yeah, next to them, you will go about to the middle of the tire. Alan: That's incredible.
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.
So you don’t know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So the traditional way to do it is to use Unreal or Unity. Maybe I guess the Unity asset store would be the same. It stands for effortless.
So you don’t know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So the traditional way to do it is to use Unreal or Unity. Maybe I guess the Unity asset store would be the same. It stands for effortless.
But what we proved with those is that you can have this small phone attachment and you can simply and easily capture, edit, and share photos and videos in 360 to social media without ever having to pull out the microSD card from your camera. But that would be even more so as we get eye-tracking involved. Is that correct? Alan: Minimum.
But what we proved with those is that you can have this small phone attachment and you can simply and easily capture, edit, and share photos and videos in 360 to social media without ever having to pull out the microSD card from your camera. But that would be even more so as we get eye-tracking involved. Is that correct? Alan: Minimum.
So you don't know anything about coding, Unity, Unreal. Alan: So how do you then get people to learn how to do Unreal and Unity without teaching them? So the traditional way to do it is to use Unreal or Unity. Maybe I guess the Unity asset store would be the same. It stands for effortless. Affordable.
But what we proved with those is that you can have this small phone attachment and you can simply and easily capture, edit, and share photos and videos in 360 to social media without ever having to pull out the microSD card from your camera. But that would be even more so as we get eye-tracking involved. Is that correct? Alan: Minimum.
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. Things like Unity developer or 3D modeller and stuff like that.
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. Things like Unity developer or 3D modeller and stuff like that.
You have video that you’re doing; maybe think about how 360video could enhance the experience, or bring it a step further. And we talked about different types of this technology; AR, mobile-based AR, 360video, 3D visualizers on websites, stuff like that. Start understanding those incremental changes.
You have video that you’re doing; maybe think about how 360video could enhance the experience, or bring it a step further. And we talked about different types of this technology; AR, mobile-based AR, 360video, 3D visualizers on websites, stuff like that. Start understanding those incremental changes.
But they claim having also seen a Unity experience running from it (maybe it will be possible to develop for Horizon with Unity, as it is possible with VRChat), so developers may still be able to create more complex stuff. Unity GPU We recently enabled Unity’s GPU Profiler on Quest and Go. Developer tools.
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. Things like Unity developer or 3D modeller and stuff like that.
We started working really early on with the DK-1 from Kickstarter, testing, playing around with Unity, seeing what we could do, up to now where we're easily 200+ commercially funded, brand funded XR experiences. And I won't talk anymore about that. Daniel: [chuckles] Nobody is really irrelevant.
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