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MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7

Current Vireio Perception Priorities

Vireio Perception Drivers

Thanks to the tireless work of MTBS' community, we have been having regular public build releases of the Vireio Perception drivers. We're at a stage now where there are core functionality concerns that need to be rectified to take their enjoyment to the next level.

Here are our current priorities:

1. Calibrated Game Profiles

While the SHOCT tool has been getting positive feedback, it's problematic if the game's starting profile has certain elements out of whack. For example, if the images are reversed or if the convergence is way off base, it's a lot harder to diagnose the problem to get the best settings; and SHOCT has nothing to do with that. The current build allows image reversals and SHOCT settings to be saved now, so we'll get the profiles refreshed to contain this start-up data and make things much easier to optimize from the start.

2. Time Differential

The current drivers have a problem where the left/right views aren't simultaneously shown and are instead updated one after the other. So instead of having left/right views on the screen showing the exact same instant in time, the display updates left, right, left, right, etc. Depending on the speed of the user's computer, this may not be noticeable. For others, it's really distracting and takes away from an otherwise positive VR experience. This needs to get solved, and steps are being taken to do just that.

3. DirectX 9, 10, and 11 support

DirectX 9 is yesterday's (er, "the land before time") technology. We are adding additional API support.

4. Bonus Features & Ideas

We have a lot of cool ideas we want to try with the Vireio Perception drivers. Really innovative stuff that will make existing PC games completely playable and enjoyable on the Oculus Rift and devices like it. We need time to test our theories out, but we are excited about it!

So keep a sharp eye on MTBS, continue sharing your thoughts and ideas in our forums, and be patient! It's just the calm before the storm...