8/30/2023 0 Comments Chief architect vr goggles![]() ![]() The limited on-device compute power of this new generation of Head Mounted Displays (HMDs) is acceptable for many consumer applications such as casual gaming. However, while these headsets are more accessible and portable, a tradeoff in compute power was required in order to achieve these goals. The enhanced portability and reduced cost has led to substantially increased adoption among consumers and opened up many new exploratory use cases in enterprise. Recently, tetherless VR headsets from manufacturers such as HTC and Oculus have emerged that free the user from these odious restrictions, enabling a new freedom to experience VR and AR from just about anywhere. This solution was not scalable beyond a handful of advanced use cases. Complex tasks in VR can push the limits of sensor reach, cable-length, and spatial boundaries, entangling the artist and restricting their movement. In the past, interacting with VR required a dedicated, high-end workstation and, depending on the headset, wall-mounted sensors and a dedicated physical space. ![]() What if you could get a high quality AR/VR experience without a dedicated physical computer-or even without a physical tether? The Opportunity for Streamed AR/VR Content ![]()
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