Article

Working in VR to Create VR Content

In this article, Author discuss some of the challenges involved in creating content for VR from a developer’s perspective and look at some ways that our team is changing the process we use so that we can create content more efficiently, more effectively, and more collaboratively.
Authored by Justin L. (Blackbelt) Last updated on 09/11/2018 - 09:03
Article

Enhancing User Experience: Krita Application Utilizing Multiple Cores on Intel® Architecture Platforms

Multiple cores and Intel HT Technology significantly improve the performance of processor-intensive computations. A performance gain of 4.37X is achieved when an animation is rendered using all cores in a 6Core system with Intel HT Technology turned on, compared to rendering the animation on one core. This visible and measurable performance gain translates to reduced waiting times by Krita...
Authored by admin Last updated on 01/30/2019 - 08:55
Article

Optimizing the User Experience of VR Games on IA for e-Sports

VR, as a new form of interaction between humans and the virtual world, is able to immerse users by making them feel like they are experiencing the simulated reality. However, it’s not easy to achieve considering the frame rendering budget for VR is 11.1ms per frame (90fps), and you need to render the entire scene twice (once for each eye). In this session, we’ll focus on both performance and user...
Authored by Last updated on 05/22/2018 - 15:43
Article

Star Trek*: Bridge Crew and VR's New Frontiers

Star Trek: Bridge Crew is a successful VR game because it adheres to known best practices for a great VR experience, as captured in the Intel VR guidelines. If you are thinking about creating a new VR title, download the guidelines today to give yourself the best possible chance for success.
Authored by EddieC Last updated on 05/22/2018 - 15:43
Article

Game Dev with Unity* ML-Agents and Intel® Optimized Python* (Part Two)

In the final part of this two-part series on machine learning with Unity* ML-Agents, we will dig deeper into the architecture and create an ML-Agent from scratch. Before training, we will inspect the files that require parameters for machine learning to proceed. Finally, we will train the agent using Intel® optimized Python* and show how the completed system works.
Authored by Manisha B. Last updated on 09/10/2018 - 14:48
Article

Intel® Multicore Enterprise VR Experience: Integrating Crowd Simulations into Mixed Reality

Developing experiences in virtual reality (VR) is a fun and exciting journey, and without the proper tools or a helping hand it can become quite daunting. To aid in this process, Intel looks to create a roadmap; a series of signposts and lessons learned in a way that helps bridge the gap into the world of VR. To illustrate many of the tools and practices required for this journey we collectively...
Authored by Rick Blacker (Intel) Last updated on 10/02/2018 - 13:22
Article

Take Safety Training Back to the Roots with Virtualization

Like most other training content experts, we started our virtual reality (VR) journey through safety training for a global shipping company that we have provided training support to for over a decade. The benefits of virtual reality safety training (VRST), as opposed to instructor-led training, videos, regular e-learning courses, or serious games and simulations are far higher the way we see it....
Authored by admin Last updated on 08/01/2018 - 15:59
Article

Optimization for Unity* Software and Virtual Reality: Run-Time Generated Content

The project presented here takes advantage of some inherent VR design choices, such as non-continuous locomotion (teleport or similar), even though most of this can be adapted for regular smooth locomotion as well, with a few variations.This article show you the techniques that can help you create massive games with many elements. Imagine lush forests and extensive maps, all randomly generated...
Authored by Castedo, Alejandro Last updated on 05/21/2019 - 13:40
Article

Develop and Port Windows* Mixed Reality UWP Applications in Unity* Software

The Microsoft* Store is open to VR apps. To gain access to this marketplace, you'll need to adhere to specific guidelines and develop using the Universal Windows* Platform (UWP), Microsoft*'s effort to create a new way to develop universal apps that run across a variety of devices. This article explores how to build UWP apps with Unity software, cover the simplest way to port VR software to UWP...
Authored by Castedo, Alejandro Last updated on 09/10/2018 - 14:45