Archived - Intel® RealSense™ F200 - User Testing

It is really important when developing Intel® RealSense™ applications to keep the user in mind.

Authored by Last updated on 11/08/2017 - 14:21

Updating Older Unity* Games for VR

Authored by Bob Duffy (Intel) Last updated on 07/09/2018 - 14:34

API without Secrets: Introduction to Vulkan* Part 6

This part of the tutorial presented a way to use textures (combined image samplers, in fact) inside shaders. To do this we created an image and allocated and bound a memory to it. We also created an image view. Next, we copied data from a staging buffer to the image to initialize its contents. We also created a sampler object that defined a way in which image data was read inside shaders.
Authored by Pawel L. (Intel) Last updated on 12/06/2018 - 16:27

Pirate Cove as an Example: How to Bring Steam*VR into Unity*

This article is aimed at an existing Unity* developer who would like to incorporate Steam*VR into their scene talk to some points that I learned along the way as well as show you how I got VR working with my scene. I will not be talking much about laying out the scene and how I used Unity to get everything up and running; rather, the main focus of this article is to help someone get VR...
Authored by Rick Blacker (Intel) Last updated on 01/24/2018 - 12:12

VR Developer Tutorial: Testing and Profiling the Premium VR Game

Optimization is one method you can use to experience a high-quality game if the hardware is not yet fully capable of achieving the high performance required for an immersive VR experience. Finding the bottlenecks during game optimization requires a comprehensive use of various tools and methods that were described in this article. This article also provided some insights through a variety of...
Authored by Tao Peng (Intel) Last updated on 01/24/2018 - 12:12

Parallel Processing with DirectX 3D* 12

We will examine rendering parallel topics using Direct3D* 12. We will use the results from the paper, A Comparison of the Intel® Core™ i5 Processor and Intel® Core™ i7 Processor with Visualizations in OpenGL* and Oculus* VR, and extend the code there to contain a Direct3D 12 renderer, after which we are going to re-implement its particle system as a Direct3D 12 compute shader. You can find the...
Authored by admin Last updated on 12/31/2018 - 15:00

Alumni of Disney*, Dreamworks*, Pixar* Figuring Out How to Monetize VR

The original article is published by Game Dev on VentureBeat*:

Authored by admin Last updated on 01/24/2018 - 12:12

How to Install Vulkan* APIs for UE4

  New Paths, New Possibilities
Authored by EddieC Last updated on 01/29/2018 - 11:31

VR UX: Physical Foundations

In this episode of VR UX, learn how to increase a user’s comfort, safety, and immersion in your environment by setting up a physical foundation.

Authored by Gerald M. (Intel) Last updated on 04/18/2018 - 09:58

VR UX: Social Safety

This episode of VR UX gives you insight into how to provide a safe environment and experience for your users in a multiplayer or social VR setting.

Authored by Gerald M. (Intel) Last updated on 04/18/2018 - 10:00