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

UploadVR Between Realities podcast

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

We were using something called Visa, which was a very low-level library language, very different from what Unity is right now. Or how does resolution or latency affect simulator sickness? The latency, I think, was about a quarter second. For four years, I stayed at UCSB and I learned how to program VR.

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

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In the near field, Quest even uses positional tracking so that your head can translate through this reprojected view before the next camera frame is even available to minimize perceived latency. Given this only happens in Unity Full Space apps, I suspect this can be solved in future software.

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