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Meta's Unity and Unreal "OpenXR" integrations block other PC VR headsets, and developers aren't happy about it. But companies like Meta and Pico still also offer their own integrations for Unity and Unreal. Notably, the only mention of Meta in the statement is in reference to the "community discourse".
E.den members are given access to a Microsoft HoloLens headset running Enklu’s AR platform that they can use to create open-floor mixed reality experiences. The CEO of Enklu often refers to it as “Google Docs for AR” because of the ease of collaboration and file-sharing.” . Image Credit: Enklu. Image Credit: Enklu. “At
A reference guide published by Khronos Group gives a high-level technical overview of the API’s structure. Microsoft has released initial support for OpenXR on both HoloLens and Windows VR headsets , and Collabora has released its Monado open-source Linux OpenXR runtime. OpenXR 1.0 is now available on GitHub. The post OpenXR 1.0
For reference, the Quest Pro features 10 cameras; five inside and five outside. For instance, earlier this year Microsoft announced a partnership to utilize the AR2 Gen 1 chip for future products beyond the HoloLens 2. Hand-tracking Works with Snapdragon Spaces (Unity/Unreal) 2.5X
RTX games use the Microsoft DX12 DXR ray tracing API. Microsoft has already released an SDK for ray-tracing, supporting NVIDIA algorithms. You can refer to this Microsoft blog post , with a final link to the SDK and tutorials on Github to have more info about it. Please refer to Jensen’s “it just works message.”
Steam is widely considered the de facto platform for PC games, VR or otherwise, but Unreal Engine creators Epic Games want change that with a new storefront that they say will leave more revenue to developers than Steam and other major digital distribution platforms. Image courtesy Epic Games.
The reference to the tether is a clear statement about the fact that Sony aims at offering quality, and it is not interested in the casual gamers that are the target of the Quest (for now). This means that if you develop an experience using OpenXR, you can run it on Oculus, SteamVR, and Microsoft runtimes with no modification.
Generally, “the cloud” refers to remote servers that do work off of a device. As this article was being written, Varjo further expanded its cloud with Unreal and Unity engine integrations. The bigger your XR needs are, the larger your software needs are. But, what is the cloud anyway? CloudXR From NVIDIA. Your Forecast: Cloudy.
References found in Quest 2 firmware hint to Quest Pro features. References found in the Oculus Quest 2 firmware by users Reggy04 and Basti564 highlight how the Quest 2 Pro should have: Eyes tracking Facial expressions tracking Eye relief knob Granular IPD adjustment External charging station. Top news of the week. Image by Facebook).
Microsoft has developed its mixed reality (MR) solutions with fresh updates on its Dynamics 365 Guides platform, the company announced in early April. The new tools will support deskless and frontline workers worldwide and follow numerous steps Microsoft has taken to promote its Mesh platform for MR experiences.
Recently Microsoft noted how MR represents the “ eyes and ears ” of AI. Following a mainstream steer away from the Metaverse by some towards genAI – the latter may be gaining the most focus currently – but roadmaps are already in place by firms such as Microsoft to develop the industrial Metaverse by 2024.
Microsoft announced their new platform Mesh last week to enable better mixed reality experiences across not only AR and VR headsets, but also mobile and desktop. Mesh is built on Microsoft Azure which enables developers to build immersive, multiuser, cross-platform mixed reality applications through an SDK. Spatial Maps?—?Spatial
References to Apple RealityOS have been leaked. Some days ago, two developers have found references to “RealityOS” both in the Apple Store logs and in an opensource repo by Apple. New info on Microsoft abandoning the Hololens 3. Leaks about Apple are intensifying over the weeks. More info (Leaks on RealityOS?—?Upload
The Fraunhofer Institute for Telecommunications (FIT) together with various partners from industry including Apple, Ericsson, Huawei, Intel, Microsoft, Qualcomm, and Son y has confirmed the release and official adoption of H.266/Versatile Not a great evolution from Microsoft. H266 video standard can pave the way to 8K video streaming.
I think this may also have negative effects on the XR ecosystem in general: now the biggest headset producer has a strong partnership with the company making all the reference designs for all the XR headsets… and it seems that Meta’s competitors can launch their headsets only a few months after Meta, because they can not do it before.
Some time ago, the most important companies of the XR ecosystem (HTC, Oculus, Microsoft, etc…) joined the Khronos Group to discuss a standard to end the fragmentation of the XR space. Microsoft Flight Simulator is adding VR support, but…. Microsoft Flight Simulator is launching on August, 18th, without support for virtual reality.
In partnership with Nvidia, Microsoft, and Cesium, it offers a real-time 3D creation engine for producing immersive mapping and digital twins of real-world locations. It broadly refers to digital domains that host synchronous interaction between placeshifted participants. continuing here with Epic Games. Trending AR VR Articles: 1.
It is able to offer this thanks to the Qualcomm Snapdragon XR2 chipset (and its related reference design), that has been conceived with these features in mind. I’m of course referring to the Dead and Buried demo showcased at OC5. and USB Type-C connectivity 2 hours of “active use” battery life. Great post.
So at least the collaboration with Valve is true, but notice that it has not been on the headset, so they got no reference design from Valve, it has just been on the software integration. Facebook and Microsoft publish two interesting research projects for VR. We’re excited to try this headset when it becomes available.
In current devkits, this computational unit is a mini-PC called the Oreo, while in the production phase, thanks to Qualcomm Snapdragon reference design, it will just be your phone. Microsoft has surely spent lots of money to make sure that HoloLens’s holograms look absolutely fixed in space.
It seems that in the Oculus SDK there are now some lines that refer to the Oculus Quest colocation APIs , that would let you play in local multiplayer with other people in your home. Microsoft has released the news that it is increasing the availability of HoloLens 2 and that tens of thousands of units have been shipped to date.
For reference, human vision (retinal resolution) is 60 PPD, which can also be expressed as “one arc-minute per pixel” (arc minute). You can take very long flights in Microsoft Flight Simulator or some very long driving sessions when racing “24 Heures du Mans”.
If you make a custom device for VR only, you can design it from day zero to be optimal to do only VR : this means that even if the Go is based an old VR 821 reference design, it has more power than a Gear VR mounting an S7 phone (and dissipates better the heat); The Oculus Go headset and controller (Image by Road To VR).
We can deploy to a vast of platforms using game engines like Unity, Unreal Engine, the more recent Godot engine or any of the other engines out there, which have all started to add VR features”. It’s recommended to refer to the API docs to check the details of each function ): // Check whether there’s an HMD connected and a runtime installed.
With the next generation of Playstation set to hit shelves this holiday season, the big news in the gaming circuit is the revelation of Unreal Engine 5. Unreal Engine manager Marc Petit explains the many other use cases this technology promises. Today, we're speaking with Marc Petit, general manager of Unreal Engine at Epic Games.
With the next generation of Playstation set to hit shelves this holiday season, the big news in the gaming circuit is the revelation of Unreal Engine 5. Unreal Engine manager Marc Petit explains the many other use cases this technology promises. Today, we're speaking with Marc Petit, general manager of Unreal Engine at Epic Games.
With the next generation of Playstation set to hit shelves this holiday season, the big news in the gaming circuit is the revelation of Unreal Engine 5. Unreal Engine manager Marc Petit explains the many other use cases this technology promises. Today, we're speaking with Marc Petit, general manager of Unreal Engine at Epic Games.
Daniel: So, Happy Finish -- or HF, as we're now more commonly referring to ourselves -- we're really in the space of creating content and experiences for grand clients, right from the very beginning. You've done all sorts of things. Tell us, what is Happy Finish? Daniel: [laughs] One of my crazy ideas. And I won't talk anymore about that.
Daniel: So, Happy Finish -- or HF, as we're now more commonly referring to ourselves -- we're really in the space of creating content and experiences for grand clients, right from the very beginning. You've done all sorts of things. Tell us, what is Happy Finish? Daniel: [laughs] One of my crazy ideas. And I won't talk anymore about that.
This could actually be quite beneficial for Meta, Microsoft, and Magic Leap. AR can also assist in quality inspections by highlighting defects, providing real-time feedback, and comparing finished products to digital reference models. When you look at streaming channels, they compete against each other and make better content.
Daniel: So, Happy Finish -- or HF, as we're now more commonly referring to ourselves -- we're really in the space of creating content and experiences for grand clients, right from the very beginning. You've done all sorts of things. Tell us, what is Happy Finish? Daniel: [laughs] One of my crazy ideas. And I won't talk anymore about that.
The new editor resembles a simplified version of a game engine like Unity or Unreal and allows one to program the world logic with Typescript , which is a quite successful web programming language. The result will be worlds that will look prettier and will be more engaging. It is a jump that I think cannot be overstated .
Maybe they will work with a phone, exploiting the new Qualcomm reference designs. According to some people, nReal are actually based on Qualcomm reference designs above all else; For sure Chi Xu has used some of the expertise gained in Magic Leap while running his new AR company. Anyway, everyone is waiting for an official sentence.
Microsoft and Samsung may be partnering for an AR device. According to Korean media, Samsung Electronics is working with Microsoft on a new augmented/mixed reality project “involving HoloLens”. It is a big showcase demo for its Unreal Engine 5, and I have to say it is pretty impressive.
What we know: Microsoft’s primary E3 weapon is its Xbox brand. In addition to Xbox, Microsoft has also been pushing its new holographic computing initiative in various forms. What we’re asking: E3 could be the first chance the public has had to try Microsoft’s new $300 VR headsets. Capcom (Resident Evil 7).
They're creating kind of reference designs for the world to build on. But then you look at Unreal. Tools like that, like Chalk, and I think Microsoft has their version of it as well on Hololens and other things. So front facing cameras, IR cameras, eye tracking cameras, facial tracking cameras, all of these things.
They're creating kind of reference designs for the world to build on. But then you look at Unreal. Tools like that, like Chalk, and I think Microsoft has their version of it as well on Hololens and other things. So front facing cameras, IR cameras, eye tracking cameras, facial tracking cameras, all of these things.
They're creating kind of reference designs for the world to build on. But then you look at Unreal. Tools like that, like Chalk, and I think Microsoft has their version of it as well on Hololens and other things. So front facing cameras, IR cameras, eye tracking cameras, facial tracking cameras, all of these things.
Many game engines – such as Unity, Unreal and SteamVR- immediately support it. For those that want to design their own hardware, the OSVR goggle is a good reference design. Microsoft Hololens kits are shipping to developers, but are not priced for consumers yet. Others did this work themselves. Magic Leap is not commercial yet.
Digilens shows a reference design for AR glasses. DigiLens, one of the most important Waveguide optics manufacturers, has just announced the “Design v1”, a reference design for modular AR glasses. Microsoft confirms (again) it wants to build consumer HoloLens.
It is very interesting that from these words, it seems that Facebook is not interested in releasing AR glasses for prosumers like Microsoft is doing with HoloLens, but it wants to enter the market with something already for consumers. He was clearly referring to Apple and its new recent restrictions about privacy of apps on the App Store.
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. Chapter 8 addresses the thorny issue of metaverse interoperability and standards (i.e., More footnotes, please!
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