Where Does Room-Scale VR Fit In?

TurboSquid Real-Time, Site, VR

The long-awaited delivery of HTC’s Vive virtual reality headsets to those who pre-ordered their units back in February is now well underway. While the arrival of the first (and currently only) commercially available hardware that delivers true VR presence at room-scale is great news, it is not without it’s practical challenges. The Vive’s preference for a 15’ x 15’ cleared …

Hands in VR: The Implications of Grasp

TurboSquid Real-Time

This week the first wave of HTC Vive units were delivered to consumers. The Vive is unique amongst the latest generation of Head Mounted Displays [HMDs] in that it also includes a pair of motion-tracked hand controllers. For the first time in gaming, users have the ability to reach out and grab what lies before them – and they fully …

IRL Review of the PSVR from GDC16

TurboSquid Real-Time, Site, VR

Sony’s PlayStation VR [PSVR] headset is an interesting case. Having recently received a demo of the device it’s clear that it can’t be easily ranked against its peers in the high-end VR space, the Oculus Rift and the HTC Vive. A lot of this has to do with display tech. Solving for the “Screen Door Effect” With less per-eye resolution …

Awaiting Greatness from the Playstation VR at GDC16

TurboSquid Real-Time, VR

Sony has finally joined Oculus and HTC in announcing the price, schedule, and general specifications of their first consumer HMD, leaving the actual performance of the PlayStation VR (formerly known as Project Morpheus) one of the last great mysteries of consumer VR.   Last week a Sony VP made perhaps more news than he would have liked when his quote, …