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MTBS3D Ana Ribeiro talked to Neil about her new 80's style @pixelripped #VirtualReality game at @OfficialGDC. #GDC 2018… https://t.co/P1uTSlhczW
MTBS3D MTBS interviewed @3rdeyestudiosfi at @OfficialGDC about their new game Downward Spiral Horus Station. #GDC2018 #VRhttps://t.co/xYZlN5mdlr
MTBS3D We interviewed @Survios at @OfficialGDC about their new #VR boxing title, Creed Rise to Glory. #GDC2018https://t.co/boztTx4iab
MTBS3D .@tifcagroup was launched last month. This is the introductory presentation for future computing, TIFCA, and things… https://t.co/vRVPBoAnMi
MTBS3D RT @tifcagroup: .@OGamingAlliance and @official_ita3d merge to form The International Future Computing Alliance. #GDC2018 #tifca https://t.…
MTBS3D We interviewed @Scale1Portal at @CES and they talked about their new location based arcade system that features ro… https://t.co/DoAQMWdMt8
MTBS3D .@nomadeec demonstrated their latest telemedicine software on the Microsoft Hololens at @CES. It’s designed to make… https://t.co/AVWpCuro4A
MTBS3D We interviewed Jeff Miller about the new @VuzeCamera Vuze Plus 360-3D camera and underwater gear at @CES. #CES2018https://t.co/N3zIKxusWt
MTBS3D .@3dRudder is a foot controller peripheral that is primarily intended for #VR gamers looking for alternative locomo… https://t.co/TpCjGHlOdm

TIFCA Launched at GDC 2018

TIFCA Logo
Check out this new industry development called The International Future Computing Association (TIFCA).  Future computing is the practice of turning dreams into reality with computer technology and media and is made up of three pillars that include computer technology and peripherals, immersive technology, and innovative content and applications.
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What Does SteamVR Consider Resolution?

SteamVR
Interesting announcement from Valve, though we are left with more questions than answers.

There are two ways to enhance the perceived image quality of your VR experience.  The first is to get your computer to deliver the native resolution of your HMD.  Depending on your platform, it currently starts at about 2160 X 1200 pixels and goes up from there.  While an increase in hardware pixels combined with an equal amount of rendered pixels is the ideal option, it's limited to the number of physical pixels on the display and your computers ability to drive them.

The second method is to use a supersampling technique whereby your computer sends extra pixels and smooths things out even though your hardware has a physical limit on what it can display.  It's expensive from a processing point of view, but it delivers a significant improvement if your graphics hardware can handle it.
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Impact of Ready Player One


Ready Player One is coming up fast and there was a lot of enthusiasm at its SXSW premiere.  Will it impact the VR market somehow?  Check out Neil's blog to see what he thinks.
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