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The VRScout Report – The Week in VR Review

VRScout

Also noteworthy: Final Cut Pro X will be able to support 360 video editing, Unity and Unreal now have VR support for Macs, and SteamVR is coming to Mac… and although there was a sweet on-stage mixed reality demo using Star Wars assets and an HTC Vive, there was no mention of support for Oculus.

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GDC 2017: Genvid Unveils Interactive VR Streaming

UploadVR Between Realities podcast

At the 2017 Game Developers Conference this week the company will showcase interactive streaming of a game inside the HTC Vive. Genvid’s technology is already available in Epic Games’ Unreal Engine 4, but a plug-in for Unity is also being released. This isn’t the only avenue of VR streaming being explored right now.

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The VRScout Report – The Week in VR Review

VRScout

This release (available 9/8 for HTC Vive) is really just a taste of the larger project to come: Favreau’s ultimate goal is a sprawling open world that you explore and build relationships with the gnome and goblin inhabitants… we can only hope that funny elves will somehow be involved.

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Tribeca 2017: Lytro Wants To Capture The World With Volumetric Cameras In Latest Within Video, Hallelujah

UploadVR Between Realities podcast

It is our live-action world recorded as data and then all that data processed into a volume. These are realistic places you can explore in your Oculus Rift or HTC Vive. You can either get immersive stuff by building on top of Unity or Unreal, but you’re stuck in a videogame world.

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Time for Enterprise to Enter the Magicverse, with Magic Leap's Brian Kane

XR for Business Podcast

It was developed on the Unreal 4 engine and built by our studios team. And previously having been at HTC Vive -- and before that actually HP -- I have an interesting perspective on kind of all three of those. And what some companies have done is actually flooded a real home and then created 360 video of that home.

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Building a Better 360 Camera from Consumer to Pro, with Insta360’s Michael Shabun

XR for Business Podcast

There’s the stabilization at the capture level, which is essentially just using the gyro and the data to stabilize that in capture. And it’s also when you’re thinking about a 360 video, and I know this is probably trivial knowledge for you, since you’ve been using our tech for so long. Is that correct?

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Building a Better 360 Camera from Consumer to Pro, with Insta360’s Michael Shabun

XR for Business Podcast

There’s the stabilization at the capture level, which is essentially just using the gyro and the data to stabilize that in capture. And it’s also when you’re thinking about a 360 video, and I know this is probably trivial knowledge for you, since you’ve been using our tech for so long. Is that correct?