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Oculus Mobile SDK, developed by Oculus VR for its own standalone headsets and the Samsung Gear VR. (The SDK has been deprecated in favor of OpenXR, released in July 2021.) [ 1 ] Tethered – headsets that act as a display device to another device, like a PC or a video game console , to provide a virtual reality experience.
For instance, a developer can design OpenVR-based trigger button functions for controllers of Oculus Rift or Windows MR because these systems are both supported by the SDK. [ 8 ] Valve has announced that they will be cooperating with the Open Source Virtual Reality project, [ 9 ] although the extent of the cooperation is unclear.
[39] [40] In 2014, Facebook (later Meta) purchased Oculus VR for what at the time was stated as $2 billion [41] but later revealed that the more accurate figure was $3 billion. [40] This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second ...
Eleven Table Tennis is a virtual reality (VR) table tennis game developed by For Fun Labs, Inc., and available on Steam, Pico, and Oculus gaming platforms. [2] Eleven Table Tennis was included as exhibition sport for the inaugural Olympic Esports Week, which took place in Singapore from 22 to 25 June 2023.
The game left Steam early access and was released for Steam VR and Meta Quest on May 21, 2019. In the following years, the game was expanded through the addition of new gameplay modes. Major updates included cross-platform multiplayer, [6] Spin Mode, [7] Spiral Mode, [8] and Mixed Reality Mode. [9]
Facebook via Oculus Studios acquired Beat Games in November 2019. The company stated that the purchase would not affect future development of Beat Saber on third-party VR platforms besides Oculus. [13] Beat Games will continue to operate in Prague as an independent studio, although under the umbrella of Oculus Studios.
Basic versions of the technique are referred to as asynchronous reprojection by Google and Valve, [1] [4] while Oculus has two implementations, called asynchronous timewarp [2] and asynchronous spacewarp. Asynchronous timewarp uses the headset's rotational data to extrapolate a new rendered frame based on the last frame it received.
According to Oculus VR, the technology requirements to achieve this visceral reaction are low-latency and precise tracking of movements. [6] [7] [8] Michael Abrash gave a talk on VR at Steam Dev Days in 2014. [9] According to the VR research team at Valve, all of the following are needed to establish presence. A wide field of view (80 degrees ...