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Microsoft debuts their latest mixed reality device at Mobile World Conference 2019. OK, I will be able give a more definite verdict after I actually get a hands-on demo first thing tomorrow, but in the meantime, here are our first impressions from having seen the live demos on the stage here at MWC Barcelona. Spatial Anchors.
While the headset’s “human-eye resolution” capabilities are definitely exciting, the daunting price tag has largely relegated the headset to the realm of industry. Boeing also made the experience using 3D scans of the Starliner console on Unreal Engine. VR gamers have been watching Finnish VR headset manufacturer Varjo for a while now.
The Electronic Entertainment Expo (E3) is in Los Angeles, CA next week and it’s always one of the largest events of the year for gamers, giving giants of the industry including Sony, Microsoft, and Nintendo the chance to show off the latest hardware and games to drive the next generation of consumer interest. What We Know .
And while this is anyway a good result for a startup (developing an AR headsets means spending billions in R&D), targeting the consumer market has been a suicide move , that let Microsoft get full control of the profitable enterprise market. Unity High Definition Rendering Pipeline is now compatible with Virtual Reality projects.
Survios came out swinging with the pre-release version of Raw Data and ended up with big success , so they’re definitely a team you should listen to if you’re considering this route for your VR game. These representatives of the best of both PC and mobile VR are bound to have a few answers, as will the makers on Unreal Engine 4.
Notably, as 2024 comes, firms like Microsoft and Apple are working towards enterprise and industrial-facing XR solutions. Because economic activity within the Metaverse satisfies the Haig-Simons and Glenshaw Glass definitions of income, its exclusion will create a tax haven.
Nick: Definitely. And augmented reality, it’s definitely considered the next major tech platform. So we feel it’s too early for the consumer market right now, but the commercial AR market is definitely something that we are seeing a lot of traction happening. We have an Unreal engine SDK. We have a Unity SDK.
Nick: Definitely. And augmented reality, it’s definitely considered the next major tech platform. So we feel it’s too early for the consumer market right now, but the commercial AR market is definitely something that we are seeing a lot of traction happening. We have an Unreal engine SDK. We have a Unity SDK.
Nick: Definitely. And augmented reality, it's definitely considered the next major tech platform. So we feel it's too early for the consumer market right now, but the commercial AR market is definitely something that we are seeing a lot of traction happening. We have an Unreal engine SDK. What's the form factor?
Michael: For me, it’s definitely the fitness aspect of VR. As a gamer, I definitely enjoy the fact that I can play a game, not be sitting the entire time, and afterwards, I’ve burnt 500 calories, and feel really good about it the next day. I definitely hope I’m helping. Most definitely. Michael: Yeah.
Michael: For me, it’s definitely the fitness aspect of VR. As a gamer, I definitely enjoy the fact that I can play a game, not be sitting the entire time, and afterwards, I’ve burnt 500 calories, and feel really good about it the next day. I definitely hope I’m helping. Most definitely. Michael: Yeah.
Matt: Definitely, most of the problems to be solved — and still being solved — are the technical problems right now; we’ve known these use cases for 10 years. Definitely, the advances with neural networks and AI on the graphics side are just making things possible that were never possible before. Matt: Yeah.
Matt: Definitely, most of the problems to be solved — and still being solved — are the technical problems right now; we’ve known these use cases for 10 years. Definitely, the advances with neural networks and AI on the graphics side are just making things possible that were never possible before. Matt: Yeah.
Michael: For me, it's definitely the fitness aspect of VR. As a gamer, I definitely enjoy the fact that I can play a game, not be sitting the entire time, and afterwards, I've burnt 500 calories, and feel really good about it the next day. Michael: The boxing games are pretty popular, and I definitely have to mention Beat Saber.
They teased a lot of interesting features and services of the device, and left the remaining technical details to some technical sheets on Microsoft website. But Microsoft, thanks to innovative 2K displays, has managed to keep the same high-quality pixel density of the HoloLens 1, that is 47 PPD (pixels per degree).
He’s formerly held top product leadership positions at Microsoft and Nokia. At Nokia, Niko led a product program team in 2006-2007, and together with researchers from Nokia Research Center, his team developed the basis for the optical technology that later became the Microsoft Hololens. Today we have Niko Eiden, CEO of Varjo.
He’s formerly held top product leadership positions at Microsoft and Nokia. At Nokia, Niko led a product program team in 2006-2007, and together with researchers from Nokia Research Center, his team developed the basis for the optical technology that later became the Microsoft Hololens. Today we have Niko Eiden, CEO of Varjo.
This could actually be quite beneficial for Meta, Microsoft, and Magic Leap. Emma Ridderstad : On the development tool side of things, they would have arguably been better off with an Epic Games partnership for Unreal Engine, given that they target high-quality visuals.
Matt: Definitely, most of the problems to be solved — and still being solved — are the technical problems right now; we’ve known these use cases for 10 years. Definitely, the advances with neural networks and AI on the graphics side are just making things possible that were never possible before. Matt: Yeah.
He's formerly held top product leadership positions at Microsoft and Nokia. At Nokia, Niko led a product program team in 2006-2007, and together with researchers from Nokia Research Center, his team developed the basis for the optical technology that later became the Microsoft Hololens. Today we have Niko Eiden, CEO of Varjo.
HP and Microsoft, they’re running huge departments in this, just because they were early and learned how to do it. No offence to Microsoft, but we’re not living in Windows anymore. You need somebody who understands Unreal or Unity. This technology is aerosolized now and it can show up anywhere, in any way.
HP and Microsoft, they’re running huge departments in this, just because they were early and learned how to do it. No offence to Microsoft, but we’re not living in Windows anymore. You need somebody who understands Unreal or Unity. This technology is aerosolized now and it can show up anywhere, in any way.
Every week I share with you the very rare articles that say something interesting about the metaverse, and this week I want to propose two posts by the smart PhD Kim Nevelsteen that talk about the definitions of “the metaverse” according to science and what XR experts think about it. Yes, you’ve read everything well. It has 4.5DOF.
Martin: Yes, definitely. Martin: Standard Surface MDL and Enterprise PBR, if I say it right now, is different ways of describing -- in a generic way -- a material definition. Alan: Actually, I would say all of them are based on Unity or Unreal. Here's a Tango phone and good luck." Alan: And what's Enterprise PBR?
Martin: Yes, definitely. Martin: Standard Surface MDL and Enterprise PBR, if I say it right now, is different ways of describing -- in a generic way -- a material definition. Alan: Actually, I would say all of them are based on Unity or Unreal. Here's a Tango phone and good luck." Alan: And what's Enterprise PBR?
” So, in our world, Unity — and let’s not just pick on Unity all the time, you know, there’s Unreal. And they actually built an Unreal engine-based app to publish news content to go on with their news. Microsoft’s got a great product around it. He worked for Microsoft last year. Paul: Yeah.
” So, in our world, Unity — and let’s not just pick on Unity all the time, you know, there’s Unreal. And they actually built an Unreal engine-based app to publish news content to go on with their news. Microsoft’s got a great product around it. He worked for Microsoft last year. Paul: Yeah.
HP and Microsoft, they're running huge departments in this, just because they were early and learned how to do it. No offence to Microsoft, but we're not living in Windows anymore. You need somebody who understands Unreal or Unity. Alan: You've been doing this a while longer than myself, but I've been in early VR since 2014.
So, in our world, Unity -- and let's not just pick on Unity all the time, you know, there's Unreal. And they actually built an Unreal engine-based app to publish news content to go on with their news. Microsoft's got a great product around it. That was his definition of "cross-platform." He worked for Microsoft last year.
Martin: Yes, definitely. Martin: Standard Surface MDL and Enterprise PBR, if I say it right now, is different ways of describing -- in a generic way -- a material definition. Alan: Actually, I would say all of them are based on Unity or Unreal. Here's a Tango phone and good luck." Alan: And what's Enterprise PBR?
At GDC, HTC has announced that this great device will come for sure to the rest of the world and that this will happen “later this year” I know, this is not a very definite time, but it is better than nothing: before the GDC we weren’t even sure if it would ever come here.
Kent: It reminds me of– I have gone to Microsoft Build for the last three years, and that’s a good place to kind of see some of the AR demos that are there in terms of the partners with Microsoft. And so with some of the demos that I’ve seen there were for people who were doing sales for say, medical equipment.
Kent: It reminds me of-- I have gone to Microsoft Build for the last three years, and that's a good place to kind of see some of the AR demos that are there in terms of the partners with Microsoft. And so with some of the demos that I've seen there were for people who were doing sales for say, medical equipment. Alan: Yeah.
Kent: It reminds me of– I have gone to Microsoft Build for the last three years, and that’s a good place to kind of see some of the AR demos that are there in terms of the partners with Microsoft. And so with some of the demos that I’ve seen there were for people who were doing sales for say, medical equipment.
So, I mean, our solution is compatible with all of them, because it’s based on Unity and Unreal and basically on the game engine. Alan: Well, I think there is definitely a need for that. That’s what we’ve been Admix for; definitely something that I’m very passionate about. Sam: Well, eventually.
So, I mean, our solution is compatible with all of them, because it’s based on Unity and Unreal and basically on the game engine. Alan: Well, I think there is definitely a need for that. That’s what we’ve been Admix for; definitely something that I’m very passionate about. Sam: Well, eventually.
So one having appealing technology like AR/VR is definitely attractor. So they’re growing and definitely the companies have matured. That’s kind of new and that’s definitely a new feature of our event. It’s going to shift jobs, definitely. Emily: Yeah, definitely. Pretty impressive.
So one having appealing technology like AR/VR is definitely attractor. So they’re growing and definitely the companies have matured. That’s kind of new and that’s definitely a new feature of our event. It’s going to shift jobs, definitely. Emily: Yeah, definitely. Pretty impressive.
So one having appealing technology like AR/VR is definitely attractor. So they're growing and definitely the companies have matured. That's kind of new and that's definitely a new feature of our event. It's going to shift jobs, definitely. Emily: Yeah, definitely. Pretty impressive. Emily: Yeah, exactly.
But the COVID-19 pandemic and the year's other trials have definitely left their mark on the Metaverse (and MetaVRse), for good and ill. It's yeah, it's been a hell of a year, definitely the sort of year that could drive one to drink. If there's something you want to learn about, we'll definitely do that. You look at Epic.
But the COVID-19 pandemic and the year's other trials have definitely left their mark on the Metaverse (and MetaVRse), for good and ill. It's yeah, it's been a hell of a year, definitely the sort of year that could drive one to drink. If there's something you want to learn about, we'll definitely do that. You look at Epic.
But the COVID-19 pandemic and the year's other trials have definitely left their mark on the Metaverse (and MetaVRse), for good and ill. It's yeah, it's been a hell of a year, definitely the sort of year that could drive one to drink. If there's something you want to learn about, we'll definitely do that. You look at Epic.
The book’s core purpose is to offer a clear, comprehensive, and authoritative definition of this still inchoate idea. In chapter 5 (Networking), Ball uses popular games such as Microsoft Flight Simulator to explain concepts such as network bandwidth and latency, and how game and metaverse companies work around such limitations.
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