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Zero Latency Shoots For Multiplayer VR Arcade Network With 24 Locations In 2017

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Over the past three years, Melbourne, Australia-based startup Zero Latency has been refining its multiplayer virtual reality arcade platform, which currently has three playable games for up to six players with plans to add eight-player support by the end of this year. Hands-on With Zero Latency.

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Dexta Shows Off Latest Exoskeleton Gloves That Let You Touch VR

Road to VR

Ever since Oct 2013 when we initiated Project Dexmo, we haven’t stop improving it: In June 2014 we came up with the design of “switching force feedback”, proved the concept and filed a US patent for it. In Oct 2014 we launched and then canceled the KS project. We built some Unity plugins that is somewhat similar to the Vive.

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Jeremy Bailenson talks about 1,000,000 Walmart employees training with VR, presence, and the VR “empathy machine”

The Ghost Howls

His lab was even visited by Zuckerberg before he decided to acquire Oculus. An iconic image of Jeremy Bailenson wearing an Oculus Rift DK2 (Image taken from Medium). We were using something called Visa, which was a very low-level library language, very different from what Unity is right now. I learned how to do the coding.

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

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Meta Quest 3 (left) and Apple Vision Pro (right) We once asked Oculus executive Jason Rubin whether his company was considering a tethered compute model. The Unity renderer implementation of foveated rendering, on the other hand is much rougher, and in multiple Unity apps I saw very obvious and harsh artifacts, particularly on text.

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