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FPS Classic ‘Special Force’ Arrives On VR Headsets Later This Week

VRScout

Immerse yourself in one of 2004’s most prominent first-person shooters, now available in VR. Originally released on PC back in 2004 , the FPS classic received 15 years of continued support across 100 different countries , generating several spin-offs and sequels as well as a diverse player base in the process.

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DecaGear PC VR Headset Promises Face & Hip-tracking, 4.6MP Per-eye, and 2021 Launch

Road to VR

The venture, purportedly based in Singapore, is headed by CEO Or Kuntzman who, according to his LinkedIn profile, has co-founded two companies between 2004 and 2013, and was most recently the Managing Director at a now-defunct studio called Betastamp, which described itself as a sort of startup-idea incubator.

Singapore 360
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NVIDIA Posts First DirectX 12 Ultimate Driver Set, Enables GPU Hardware Scheduling

Anand Tech

The software groundwork for this has been laid in the latest version of Windows 10, version 2004, and now is being enabled in GPU drivers for the first time. shipping in Win10 2004), and as alluded to by the name, it allows GPUs to more directly manage their VRAM. DirectX 12 Feature Levels. DX12 Ult.). GPU Architectures.

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How 3D Spatialized Audio Bottlenecks Virtual Reality VideoAs.

AllThingsVR

In 2004, your Motorola RAZR would only let you eat cake (play MP3s). The difference between playback and rendering is the difference between simply eating a cake (playback) and baking that cake (rendering).

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How Are XR Firms Training Sports Athletes and Saving Their Lives?

XR Today - Mixed Reality tag

Failure to resolve latency or performance issues could result in life-threatening, deadly injuries to motorists. Biker deaths fell from 585 in 2004 to 310 in 2021, the 2020 UK report added. Despite this, education on wearing proper gear, improving training standards, and licencing requirements have significantly reduced fatalities.

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Kim Nevelsteen wants to bridge different virtual worlds to create the Metaverse

The Ghost Howls

I’ve been pondering solutions for a viable Metaverse since at least 2004. Geolocation will definitely start playing a larger role since that will be the limiting factor for latency. I wanted to interview Kim to ask him how he got to such a cool result, and here you are his answers on the topic. Will it be in the cloud?