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Zero Latency Raises $7 Million for Expansion of ‘Warehouse Scale’ VR Tech

Road to VR

Melbourne-based firm Zero Latency has raised $7 million in venture funding. Originally known as the Inversion Project back in 2013, Zero Latency has developed rapidly, thanks to a $1m investment from Sydney-based Carthona Capital in 2014, along with crowdfunding to bolster the initial 2-player co-op ‘zombie shooter’ public events.

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Cyberith announces 2nd gen Virtualizer, still thinks about its backers

The Ghost Howls

After a very successful Kickstarter campaign in 2014, the project entered in a confused phase after the funding and then ended up with the device being just a B2B product (exactly as all the other treadmills, like for instance the Virtuix Omni). A person walking in VR using the Cyberith Virtualizer (Image by Cyberith).

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

Upload VR

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. It’s a significant feature that makes virtual objects seem as if they’re really in the room with you.

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Dexmo force feedback gloves show the future of hands presence in VR

The Ghost Howls

Production stages of Dexmo gloves: Idea was conceived in 2014, the working prototype was realized in 2016, the product was ready in late 2017 and the shipping is ready now in 2019. The Dexmo force-feedback glove is an exoskeleton that you wear to have true fingers presence in any virtual environment.

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Exploring the Vast Worlds of Immersive Entertainment, with The Stinger Report’s Kevin Williams

XR for Business Podcast

That was back in 2014, and I’ll never forget it. This is putting a backpack on and traversing through an environments. The Void is different compared to companies like Zero Latency, who just have the backpack, and multiple players involved in game narrative. And it’s expensive to fill that whole environment.

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Exploring the Vast Worlds of Immersive Entertainment, with The Stinger Report’s Kevin Williams

XR for Business Podcast

That was back in 2014, and I’ll never forget it. This is putting a backpack on and traversing through an environments. The Void is different compared to companies like Zero Latency, who just have the backpack, and multiple players involved in game narrative. And it’s expensive to fill that whole environment.

article thumbnail

Exploring the Vast Worlds of Immersive Entertainment, with The Stinger Report’s Kevin Williams

XR for Business Podcast

That was back in 2014, and I'll never forget it. This is putting a backpack on and traversing through an environments. The Void is different compared to companies like Zero Latency, who just have the backpack, and multiple players involved in game narrative. And it's expensive to fill that whole environment.