Using Intel® GPUs to Optimize the Performance and Power Consumption of Total Immersion's D'Fusion* Augmented Reality Pipeline
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.
The challenge was to come up with something that could only be possible with an untethered VR setup. In this article, you’ll find documentation about concepting the project, what we learned, and where we hope to take it in the future. Below is the introductory video for the project.
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...
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.
《星际迷航：舰桥船员》是一款成功的 VR 游戏，因为该游戏谨遵英特尔虚拟现实指南中的已知最佳实践，打造出色的 VR 体验。如果您正在考虑创建新的 VR 游戏，可立即下载本指南，为自己创造绝佳的成功机会。
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...
此处介绍的项目充分利用了部分固有的 VR 设计选择，比如非连续移动（远距传动或类似的移动），尽管其中大部分也可以适应规则的平稳移动，但还是有一些变化。本文向大家介绍了几种可帮助大家创建多元素大型游戏的技巧。