Solved a recurring XR design problem using a unified input abstraction layer that adapts locomotion systems across:
•Meta Quest hand tracking
•VisionOS gesture input
•iOS touch
•PC / mouse / gamepad
Solved a recurring XR design problem using a unified input abstraction layer that adapts locomotion systems across:
•Meta Quest hand tracking
•VisionOS gesture input
•iOS touch
•PC / mouse / gamepad
Last day of Meta's XR Hackathon! 🚢
Last day of Meta's XR Hackathon! 🚢
One more sneak peek left for Meta's XR Hackathon 🫡
One more sneak peek left for Meta's XR Hackathon 🫡
Frame rate from VR optimizations should make this run well even on Deck. We'll see!
Frame rate from VR optimizations should make this run well even on Deck. We'll see!
I then have many beers and it never came off the keychain🍻
I then have many beers and it never came off the keychain🍻
But I also don't think people are realizing the memory shortage issue. Consoles / PCs might continually spike as AI eats all ram.
Like ongoing YoY adjustments 🫠
But I also don't think people are realizing the memory shortage issue. Consoles / PCs might continually spike as AI eats all ram.
Like ongoing YoY adjustments 🫠
Half Life was VR- you simply observed it through a FLAT window. Monitors had no parallex or depth.
But it was always VR!
What is it to peer through a window Frame?
What is traditional gaming in 3D? Not stereoscopic tricks, but with parallax?
Half Life was VR- you simply observed it through a FLAT window. Monitors had no parallex or depth.
But it was always VR!
What is it to peer through a window Frame?
What is traditional gaming in 3D? Not stereoscopic tricks, but with parallax?
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏
🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! 🙏
🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏
May the Frame come!!! 🫡
May the Frame come!!! 🫡
Not today P4
Not today P4
No errors on PC
Puppet sort of works but needs platform specific rotation
Hand tracking is PERFECT
Enhanced input works exactly same as Dualsense controller 🥳
Also need to fix floor calibration
No errors on PC
Puppet sort of works but needs platform specific rotation
Hand tracking is PERFECT
Enhanced input works exactly same as Dualsense controller 🥳
Also need to fix floor calibration
I will be testing Project Jump Scare with soon in Quest 3 with all my progress. This cuts out months of refactoring and I can use optimizations!!!
Thank you for supporting Unreal Developers Meta 🙏
I will be testing Project Jump Scare with soon in Quest 3 with all my progress. This cuts out months of refactoring and I can use optimizations!!!
Thank you for supporting Unreal Developers Meta 🙏
...different than the presence in full body VR avatars...
Since it is your own body influencing the simulation you don't feel that VR acclimation gap...🤔
...different than the presence in full body VR avatars...
Since it is your own body influencing the simulation you don't feel that VR acclimation gap...🤔
Am in love with this hybrid approach using Apple Vision Pro and wish I could make a passthrough body work on all platforms...
Am in love with this hybrid approach using Apple Vision Pro and wish I could make a passthrough body work on all platforms...
Dual Knit Apple Vision Pro strap is a bad look compared to the solo. Ruins the aesthetic and makes an already large device look huge. M5 model and strap should have been all black.
Huge.
Dual Knit Apple Vision Pro strap is a bad look compared to the solo. Ruins the aesthetic and makes an already large device look huge. M5 model and strap should have been all black.
Huge.