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Tópico: Oculus Rift

  1. #16
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    Oculus Rift DK2 VR Covers Review



    While I love reviewing all the latest and greatest hardware, such as the Oculus Rift DK2, every now and then I like to stop and appreciate the smaller accessories that can improve my day-to-day desktop usage. The Oculus Rift is a fantastic bit of kit, but it does suffer from one seriously profound problem; it gets really dirty after a few hours of use!
    When you strap on the Oculus Rift you have a thick foam padding pressed up against your face, this means that skin flakes, hairs and general dirt and sweat get worked into the material and to make matters worse, you can’t take the material off and clean it. Think about the exhibitions and gaming events where many people try on the headset all day, by the end of the day you’re pressing hundreds of people’s sweat into your face… no thank you!
    VR Covers does exactly what they sound like, they provide you with a cover that will help keep your Oculus Rift nice and clean, but it has a few extra perks to it too. The covers are removable, washable and also aim to improve the overall comfort levels of wearing the headset. It may not sound like the coolest thing ever, but this is a big win for those who have, or plan to invest in a VR headset.

    http://player.vimeo.com/video/107940800/
    VR covers come in a neat little protective bag which has a velcro strap around the neck to keep them tucked away neat and tidy; perfect for traveling.
    In the bag you’ll find three sets of VR Covers, which are all the same, it’s just handy to have a few spares when the others gets dirty.

    They’re fairly simple things, a sort of banana shape when folded out. They’re made from two layers of 100% cotton that is nicely stitched together.

    There is a small VR Cover logo stitched onto one side.

    Ver toda a review:
    http://www.eteknix.com/oculus-rift-d...covers-review/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #17
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    ´We go hands-on with the Oculus Rift Crescent Bay prototype at CES 2015

    CES 2015 - Oculus VR had a gigantic setup at CES 2015 this year, but they were hosting private meetings for people to go in and check things out, so we set one up quite sometime ago to ensure we could get our hands, and eyes on the latest Rift prototype.





    We stopped in and had a chat with Oculus VR's VP of Product, Nate Mitchell, who is one of the best guys in the industry. He walked us over the new Rift prototype known as "Crescent Bay", something that was shown off at Oculus Connect a few months ago. This is the first time the new Rift headset has been open to the public to test out, which is why we wanted to get down there and check things out.


    The current DK2 unit has a 1920x1080 resolution, thanks to the Galaxy Note 3 panel it features inside of it. Oculus isn't stating what resolution the new Crescent Bay prototype is running at, but from my short time with it, I suspect we're seeing a 1440p panel, with some form of resolution scaling. Similar to NVIDIA's Dynamic Super Resolution (DSR) technology, where it renders a larger picture, and then scales it down to the resolution of the monitor, or in this case, the VR headset.


    The new Crescent Bay headset felt noticeably lighter than the DK2 unit, with a much better spot for your nose. Again, this was just some short time with it, but it definitely felt better on my head, and my nose, than the DK1 and DK2 do.

    If you didn't know, Oculus VR have installed some headphones to the new Crescent Bay prototype, with some very impressive audio technology being used. This is one of the bigger changes of the DK2 to the Crescent Bay unit, with a more concentrated effort on audio, which is nearly as, if not just as important as the visual side of things for the 'presence' that Oculus is aiming for.





    One of the demos that Oculus had playing on the Crescent Bay prototype was the Unreal Engine 4-powered "Car Flip" demo. We saw this at the NVIDIA Editor's Day 2014 in Monterey Bay last year, where the company unleashed its new Maxwell architecture, and the GeForce GTX 980 and GTX 970 GPUs.




    Noticia:
    http://www.tweaktown.com/news/42668/...015/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  3. #18
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Cycling could be the best VR fitness application

    Some of the best demos in the world for virtual reality headsets like the Oculus Rift, are stationary ones like Sightline: The Chair. Why? Because when your body is immobile in both virtual and real… ugh, reality, it’s a much more immersive experience. Getting full body movement to work is much harder and that’s why we’ve seen elaborate pieces of hardware like the Omni which could give us the chance to walk and run in games and experiences, but it doesn’t look quite as natural as the ebove B01 bike, which could allow realistic cycling within virtual environments.

    Not quite sure why the gloves are necessary…
    Developed by Activetainment, the B1 is a bike that is angled off of the floor, to give you some leeway for moving it around for different inclinations of hills and tracks your pedalling, translating it into the game. It also has a built in 14″ display for those without a VR headset.
    According to the new trailer for the bike, released alongside its showing at CES, it works rather well.




    This is just the start of things though, with the developers promising to put together a treadmill and a rowing machine for VR exercise too. All of them do (in the case of the bike) and will, keep track of your stats, much like a wearable or smartphone app, allowing you to compare yourself with friends, unlock tracks and watch your progression over time.
    With the focus on workout machines rather than gaming, Ebove keeps things simple and doesn’t have to worry too much about multi-directional systems. However, as fun as it might be to go for a run around Skyrim’s plains and mountains, or cycle through some fantasy forest, how does sweating work in VR?
    Noticia:
    http://www.kitguru.net/gaming/jon-ma...s-application/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #19
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus Rift Amps Up Virtual Reality Experience Adding Spatial Audio To Crescent Bay Dev Kit

    The Oculus Rift has been steadily moving towards production over the past few years as new breakthroughs and improvements allowed for further improvements to the much-discussed VR headset. Oculus VR brought their headset to CES 2015 this year, but they weren't demonstrating new visual technology this time around -- instead, it was 3D positional audio.

    3D positional audio is a technology that simulates where sounds are coming from in direct relation to your head's location at the time. There have been a number of games and sound engines that incorporated these kinds of effects over the years, but most of these engines are primarily concerned with sound simulation on a 2D coordinate grid. This makes sense, given that most people own 2-5.1 speaker systems. There are games that do simulate 3D effects, but most of these implementations are fairly niche. Only a handful of gamers own headphones that can simulate surround sound effectively -- not enough to justify investing a great deal of cash in the experience.

    Oculus VR wants to change that, and they've licensed the RealSpace 3D Audio engine by Visionics to do it. One of the limitations of conventional 3D audio simulation in gaming is that audio engine doesn't automatically know the location of the gamer's head relative to everything else on-screen. The audio engine depends on data passed from the game engine, and different game engines can pass such data with greater or lesser amounts of fidelity.



    Because the Oculus Rift tracks head motion through a 360 degree field of view, it can pass this information directly to the RealSpace 3D engine, thereby ensuring that the audio stream knows your precise location at all times. The demo shown off at CES incorporated headphones, but it's possible that the same approach would still work with an appropriately spaced set of speakers (albeit with less perceived spatial accuracy, for obvious reasons).

    At least year's Connect conference, Oculus CEO Brendan Iribe made it clear that positional audio is vital to the project's long-term success. "We’re working on audio as aggressively as we’re working on the vision side. We have a whole team ramped up. As part of this (audio) initiative, we’ve licensed RealSpace 3D’s audio technology, a high fidelity VR audio system developed over 10 years."

    Early feedback on the audio's quality and additional immersiveness has been excellent, with multiple reporters swearing that it's a huge leap forward over traditional 2D sound. I haven't personally been able to test the audio component, but playing games with the Rift is a huge jump beyond playing off a conventional display. The renewed focus on gaming audio is also welcome -- AMD's TrueAudio is another example of an area where the long-ignored science of superior sound is finally getting some attention.

    There's still no word on when the Oculus Rift will be available for consumers to purchase. An unnamed leak from last year suggested that executives at the company would target 2015, but that information was never confirmed.

    Noticia:
    http://hothardware.com/news/occulus-...jl2FrXKjVcL.99
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #20
    Moderador Avatar de Winjer
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    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  6. #21
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus still trying to sort out what VR is best suited for

    The virtual reality market is growing, and seems to have drawn the most attention by the gaming community, but still isn't ready for mainstream adoption. However, it's possible that the movie industry has the most to gain from virtual reality, with consumers interested in embracing the unique viewing experience.


    "We've said from the beginning we're big gamers, and we started Oculus to deliver consumer VR and revolutionize games," said Nate Mitchell, VP for product at Oculus, in an interview with the Los Angeles Times. "But it may well end up being that VR is more about film than games - [but] it's possible. We don't know what the killer app is."

    Oculus is working with developers in the video game and movie industries, and it's possible Oculus VR headsets could also find their way into military simulation trainings. There is a tremendous amount of opportunities for virtual reality in the future, but consumers appear more interested in what can be done sooner rather than later.

    Noticia:
    http://www.tweaktown.com/news/42738/...ted/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #22
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    Toyota using Oculus Rift to teach about distracted driving

    Developers are finding a wide variety of different uses for the Oculus Rift virtual reality headset, and Toyota has demonstrated its TeenDrive365 distracted driving simulator. Participants sit down in a stationary car wearing an Oculus Rift headset, taking them through a simulation that involves multiple distracted driving scenarios.


    Scenarios include other vehicles on the road, in-vehicle passengers, radio, and text messages - with drivers suffering the "consequences of distracted driving within the virtual setting," providing a more realistic view of everyday distractions that drivers face.

    "Oculus Rift provides a virtual reality driving experience that mirrors real life behind the wheel, giving us a powerful, one-of-a-kind way to show parents and teens how everyday distractions can affect their ability to drive safely," said Marjorie Schussel, corporate marketing manager of Toyota, in a statement to the media.

    Noticia:
    http://www.tweaktown.com/news/42859/...ing/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #23
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    Oculus Rift Could Make Music Software Way Easier to Use

    Oculus Rift: Not just for trying to simulate the Holodeck any longer. Bryon Mallett is a design student who turned his attention to mashing up the Oculus Rift with a customized pair of VR gloves using the magnetic tracking sensors from Razer’s Hydra controller to make some beautiful music together.
    Noticia:
    http://www.hardocp.com/news/2015/01/...e#.VLvbQy6VfS4
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #24
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    Oculus plans to create virtual reality movies for its headset

    The Oculus VR Story Studio, an in-house laboratory, will be focused on creating movies and other content designed specifically for VR. Facebook opened up the checkbook to acquire Oculus, and while VR continues to impress many consumers, the company understands there must be an incentive for users to adopt the Oculus Rift.


    "Oculus is getting focused on films," said Edward Saatchi, producer for Story Studio, in a statement to the Wall Street Journal. "Story Studio is designed to inspire and educate - inspire by making awesome movies and educate by sharing our information with the community."

    Story Studio consists of about 10 people, and includes Pixar Animation Studios and Lucasfilm veterans, to help streamline film production.

    Much of the appeal of VR has centered on video games, but watching movies using virtual reality can be a breathtaking experience - and if Facebook is able to use Story Studio to custom produce films, then it could be another reason why consumers should consider adopting VR.

    Noticia:
    http://www.tweaktown.com/news/43157/...set/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #25
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    Oculus launches Story Studio


    Movies on VR glasses

    Last year Facebook snapped up Oculus, the maker of the only Virtual Reality glasses that sort of work.

    The last iteration VR glasses prototype is called Crescent Bay, with integrated headphones and improved latency. It still suffer from mediocre resolution and generally unpolished performance but, it got better from the previous VR glasses.
    Since Facebook has money to burn, the company announced Oculus Story studio, its new film division. We heard from people close to our industry and some close to Hollywood that there is a huge interest in virtual reality movies and that this might become a primary use for these bulky headsets.
    The Story Studio will debut its in-house movie called Lost and will be followed by Dear Angelica, Bullfighter and Henry, plus two other films that will be announced in the future.


    Story Studio is employs former Pixar and Industrial Light and Magic people and they might have a chance to come up with some cool content. There is no doubt that there is a future in Virtual Reality but we don’t see the technology being ready in 2015, at least not for your living room. There is a lot to be done.
    Engadget had a chance to see the Lost movie on the Crescent Bay headset and they describe it as beautiful. It is all about the content, it always has been and it always will be. The company that comes up with cool content and Hollywood studio support will win the Virtual Reality battle. Just remember the HD-DVD versus Blu-ray battle, or if you are older the Betamax versus VHS standard war.
    Noticia:
    http://www.fudzilla.com/news/graphic...s-story-studio
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #26
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    You can visit Sword Art Online in your Rift

    If you have an Oculus Rift DK2 headset, you can do something that thousands of digital characters never could: visit Sword Art Online and then leave, without dying. It might be a little nerve racking putting on your headset to watch the bootup sequence and character login portion of the experience, but I can assure, it’s safe.
    In-fact, if anything it’s a little boring. There’s very little to this ‘experience,’ at the moment, but fans of the show may get a kick out of the handful of references in it. There’s also a small environment to explore, though if you’ve used the Rift before it isn’t anything that will blow you away.

    This is still a very early stages project and is made as more of a tribute to the game than anything else, but you can open up your inventory and the soundtrack will be familiar to anyone that’s watched the show.
    Considering Oculus once stated that it wanted to create an MMO that over a billion players took part in, the show itself isn’t’ actually that far fetched. Fortunately (or unfortunately, depending on your view) the technology to tap into our brains quite as much as the Nerve Gear is still a long way off, but still, we’re on the right track.
    For those wanting to try this demo out, you can download it for free from Oculus Share.
    Noticia:
    http://www.kitguru.net/gaming/develo...-in-your-rift/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #27
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Palmer Luckey corrects us on Oculus Rift CV rumours

    For anyone that’s tried an Oculus Rift DK1, DK2 or better yet, a Crescent Bay prototype, one of the most common questions on their lips is: “when will the consumer version be released?” As if dangling a golden VR carrot in-front of our face, Oculus Story Studio’s supervision technical director, Max Planck, teased us with the idea earlier this month that May could see the device released, but Palmer Luckey, the Rift’s inventor, has now come forward to debunk that and some other rumours.
    “There is a lot of incorrect information in this article – Max is a new hire,” Luckey said in a post on Reddit. “He is not directly involved with Rift, nor is he an expert on many of the associated technologies like tracking or low-persistence,” Luckey continued, pointing out that Panck’s main focus at the company was helping to develop 360 degree video content for it, rather than having anything to do with hardware development.

    Oculus Story Studios recently released its first short film, Lost
    He also suggested that while he couldn’t clarify with “concrete info,” May is nothing special for Oculus VR and that while Planck had suggested a $300-$400 price tag for the consumer version of the Rift, there was no nailed down pricing plan as of yet.
    For those of you hoping for a CV Rift with wireless connectivity, keep dreaming too, as due to latency issues we’re a long way off of that according to Luckey. He did point out though that all internal demos, even the prettiest and most highest of high end experiences are run on a $2,000 gaming PC fitted with a GTX 980.
    Luckey also said that alternative tracking technologies would not be used for the first consumer version of the Rift. “No one wants CV1 held up for tech that may never come!” he said.
    Noticia:
    http://www.kitguru.net/channel/jon-m...ft-cv-rumours/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  13. #28
    Moderador Avatar de Winjer
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    Tim Sweeney: VR will look as good as real life 10 years from now

    Tim Sweeney, the founder of Epic Games and one of the best experts in computer graphics and video games in the world, believes that virtual reality will have dramatic influence on gaming. Moreover, rapid development of VR will mean that 10 years from now it will be impossible to distinguish between reality and virtual reality.
    Computer graphics in general is evolving pretty quickly thanks to development of graphics processing units and new game engines. Tim Sweeney, whose company Epic Games is behind Unreal Engine, one of the most advanced 3D engines for video games in the industry, believes that the same thing will happen to evolution of virtual reality computer graphics, which includes quick development of both software and hardware.
    “It is going to change the world,” said Tim Sweeney in an interview with Engadget. “The hardware is going to double in quality every few years for another decade, to the point where, 10 years from now, it is going to be hard to tell the difference between virtual reality and the real world.”

    While there is a lot of hype regarding virtual reality on the market these days after Facebook acquired OculusVR for $2 billion last year, there are almost no actual VR headsets and virtual reality games on the market, except experimental hardware and software. In fact, the VR gear in general has not even entered the market of early adopters. However, software developers are working on multiple interesting virtual reality projects that will emerge in 2016 and onwards, according to the founder of Epic.
    “There are some amazing things happening in VR right now, and a lot of them have not seen the light of day publicly at all,” said Mr. Sweeney. “But next year is going to just be a watershed time for VR.”
    Sweeney predicts that this year will be crucial for virtual reality. OculusVR is expected to finally release its highly-anticipated commercial version of Oculus Rift VR headset and a number of other companies are working on their virtual reality gear too. Software makers are also projected to reveal their VR products.
    Pessoalmente ainda não tenho a certeza sobre os óculos VR. Por enquanto parece-me mais uma moda tipo os filmes 3D.
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  14. #29
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    FACEBOOK USERS WILL CREATE AND SHARE VIRTUAL REALITY CONTENT

    Facebook acquired Oculus for $2 billion nearly a year ago and now we finally got the first hints regarding what it has in store for the virtual reality headset and why it felt VR was worth that much money for a social network.In his keynote at the Code/Media conference at The Ritz-Carlton in Laguna Niguel, Calif., Facebook Chief Product Officer Chris Cox revealed that they are working on first party applications that would allow users to view, create and share their own virtual reality content.
    "Have you used some of the film demos inside of VR? You realize, when you’re in it, that you’re looking at the future, and it’s going to be awesome," he said. "When you’re in Facebook, you’re just sending around these bits of experience — a photo, a video, a thought, [whereas VR allows you to send] a fuller picture."
    When asked if users would be able to create their own virtual reality content Cox affirmed: "Totally. You’ll do it, Beyoncé will do it."
    Ryzen R5 3700X / Noctua NH-D15 / B550 AORUS ELITE V2 / Cooler Master H500 Mesh / 16Gb DDR4 @ 3800mhz CL16 / Gigabyte RTX 2070 Super / Seasonic Focus GX 750W / Sabrent Q Rocket 2 TB / Crucial MX300 500Gb + Samsung 250Evo 500Gb / Edifier R1700BT


  15. #30
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Oculus Announces Mobile VR Jam In April In Effort To Foster More VR Content


    With the popularity of VR on the rise, companies like Oculus, Razer, and most recently, Valve, are looking for VR developers to flood these new devices with tons of content to keep investors and consumers interested in the product. With the Oculus Rift looming large over the market, the company is now focusing on gaining developers and content for mobile, specifically the Samsung Gear VR, by hosting the Mobile VR Jam in April.

    The competition runs for a few weeks, from April 13 to May 11, with the company offering a prize pool of $1 million. The money is split between the two sections, or "tracks," of the competition – games, and what Oculus calls "VR experiences and apps." The four-week competition includes four milestones for each team. They must submit updates to the company every week, such as a description of the project, as well as screenshots, a video of the current build, and of course, the finished project.

    After the development phase, there will be two rounds of judging wherein the company looks at videos, screenshots and descriptions to find unique and fun ideas. The top 20 percent from each track, with a minimum of 30 games and 20 apps or experiences, moves on to the second round, where a panel of judges will then test each game or app and give it a rating.
    The winning development team of the game track will receive $200,000, while the winning "app or experience" developers will receive $100,000. The rest of the money is split between numerous teams in second, third and fourth place.

    At press time, there are already 50 people registered for the competition, and with a little less than two months until it starts, it's safe to say that the list of competitors is only going to climb.
    Noticia:http://www.tomshardware.com/news/ocu...jam,28631.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

 

 
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