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The VRScout Report – The Week in VR Review

VRScout

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. Already supporting the Oculus Rift, Samsung Gear VR, HTC Vive, and PSVR – Unity will now support Google Daydream.

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DreamGlass is an interesting Augmented Reality glass that costs only $399

The Ghost Howls

HTC has understood that too, and that’s why its latest flagship phone can be a controller for the Vive Focus. HTC: 10, U11. Unity-based SDK supporting Windows and Android. Its SDK is compatible with Unity, so us developers can use a game engine we already know well to create AR apps. on the screen).

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12 Can’t Miss VR Talks You Have To See At GDC 2017

UploadVR Between Realities podcast

There’s no better time of the year to do that than at the Game Developers Conference (GDC). He’s worked on the tech since before the Oculus Rift was invented and, with his team, since released some of the best games for it. Room 2011, West Hall. Rikard Steiber (HTC), Joel Breton (HTC).

Unreal 100
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How to Take In-Game 360 Screenshots with Nvidia Ansel (with Full List of Compatible Games and User Guide)

VeeR VR

In 2016, the world-class graphics cards manufacturer Nvidia developed Nvidia Ansel, a screenshot software for taking in-game screenshots, most notably 360 panoramas, even if your games aren't in VR. Ansel is a compact program for taking in-game screenshots. What's Nvidia Ansel? link] Main features of Ansel. Watch Dogs 2.

Gaming 20
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

And building those back-end tools, coding, setting up standards and everything, up to 2011. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. It's funny, because Helen Papagiannis -- author of Augmented Human -- she's got this game, "Augmented Reality Or Real?"

AR 78
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

And building those back-end tools, coding, setting up standards and everything, up to 2011. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. It's funny, because Helen Papagiannis -- author of Augmented Human -- she's got this game, "Augmented Reality Or Real?"

AR 78
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Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed

XR for Business Podcast

And building those back-end tools, coding, setting up standards and everything, up to 2011. And in 2011-2012 we did about 10 to 12,000 high-res images a year, and I would say maybe 1,500 of them were 3D. It's funny, because Helen Papagiannis -- author of Augmented Human -- she's got this game, "Augmented Reality Or Real?"

AR 60