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The VRScout Report – The Week in VR Review

VRScout

It’s interesting to note that although Nintendo did not directly develop this virtual version of the 2005 arcade classic Mario Kart GP , it is an official remake and has Nintendo’s blessing… but the experience will be using the HTC Vive and not Nintendo hardware (will the Nintendo Switch soon be the first VR-compatible hardware from Nintendo???).

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Building The VR Experiences And Worlds of the Future

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Pallister added, “It feels like the current set of hardware has tipped us over a point where people can feel a magical experience but it is really only just the beginning of the types of experiences depicted in those fictional works.”. From 1998 to 2005, he served as games technical strategist at Intel.

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The VRScout Report – The Week in VR Review

VRScout

More evidence of Facebook’s big plans for VR/AR: they plan on selling almost half a million Oculus Rift units by the end of 2016. Unity’s most recent update makes the cross-platform game engine even more equally optimized, so with only one API you can simply build for multiple platforms with hardware-specific tweaks held to a minimum.

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Meet Nick Whiting, Epic’s Technical Director of VR/AR

VRScout

To help do that, I coordinate engineering efforts internal to Epic as well as well as manage relationships with other companies like Oculus, Valve and Samsung to make sure that UE4 lets people maximize the potential of the engine to the fullest and that it’s easy to use. VR makes those sorts of sci-fi dreams a reality today.

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Apple Vision Pro Review: A Portable But Heavy Cinema & Monitor With A Promising Spatial OS

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Apple Vision Pro is a very impressive fusion of hardware and software, but it's by no means perfect. Read on for my breakdown of the Vision Pro hardware and software and the experience they enable. That Damn Battery Arguably the fiercest hardware debate right now in the industry is what to do with the damn battery.

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Keeping VR users from hurting themselves

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To prevent this kind of thing from happening — at least in most cases — Valve implemented a system called “Chaperone” into the SteamVR run-time framework that runs their and HTC’s Vive VR headset (and potentially other headsets, through Valve’s OpenVR layer). Video filmed on August 14th, 2013.