Article

Guidelines for Immersive Virtual Reality Experiences

Virtual reality’s capabilities have come so far that a remarkably convincing sense of immersion is now possible. Achieving that in a sustainable way requires VR developers to pay careful attention to several categories of possible distractions: foundational issues of safety and comfort, basic sensory realism, and an implementation that goes beyond the mere novelty of VR to really sustain a user’s...
Authored by Susan Michalak (Intel) Last updated on 01/24/2018 - 12:12
Article

VR Content Developer Guide

This general guidelines give developer some aids when designing their VR application, and help them understand how to get optimal performance. This guide is based on our performance characterization effort across several VR workloads, common bottlenecks and issues. It provides solutions on BW bound choice of texture formats, fusing shader passes and using post AA techniques to improve the...
Authored by admin Last updated on 01/24/2018 - 12:12
Article

Bah VR! Holograms are the Future

The original article is published by Intel Game Dev on VentureBeat*: Bah VR!

Authored by admin Last updated on 02/22/2018 - 13:44
Article

From UAV to VR in No Time: Autodesk® ReCap™ Photo Quickly Renders 3D Structures Thanks to Multicore Scalability

Creating 3D models of an outdoor scene for use in architecture, engineering, and construction is now easier and faster than ever with the help of UAVs, Autodesk ReCap Photo, and high-core-count Intel Xeon processors. Businesses in these sectors can take advantage of the new speed, ease, and availability of 3D modeling based on photogrammetry to meet more deadlines, speed construction time,...
Authored by admin Last updated on 12/11/2017 - 16:43
Article

How Funcom* Reinvented a Five-Year-Old MMO with Secret World Legends*

he Secret World launched in the summer of 2012, quickly gaining praise for its elaborate, conspiracy-filled story, fully voiced NPCs, and unconventional quests. It was Funcom’s third massively multiplayer online game, but completely unlike Age of Conan or Anarchy Online.
Authored by admin Last updated on 01/24/2018 - 12:12
Article

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
Article

Megaton Rainfall: Making a Superman Game Without Superman?

I started developing the game without VR in mind, but around 2014, VR was hot and everyone was telling me that my game was ideal for VR,” del Cerro recalls. “I implemented it, a lot of people loved that way of playing, and Sony saw the game and were interested in having the VR for them. I always designed the game to be played without VR. VR is an additional way for me to add a sense of scale and...
Authored by admin Last updated on 01/24/2018 - 12:12
Article

Embracing "The Right Sort of Scary" — Tripwire’s Road to Success

The original article is published by Game Dev on VentureBeat*: Embracing "the right sort of sc

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

Lessons and Horror Stories from the Frontline of VR

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

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

A Hollywood VR Studio That Controls Its Own Destiny

One of the things that attracted me to Skydance Interactive is that it’s meant to be its own stand-alone business. It’s not siloed away from everyone, but it’s not just an ancillary business to the main business of movies and TV, either.
Authored by admin Last updated on 01/24/2018 - 12:12