games
AI Is Gathering a Growing Amount of Training Data Inside Virtual Worlds
Posted in Games, Science, Software on 27th May, 2024
by Alex Muller
"We should think of simulation as an accelerator to what we do in the real world. It can save time and money and help us with a diversity of edge-case scenarios, but ultimately it is a tool to augment datasets collected from real-world data collection,"
Virtual Reality Trends and Developments: Overview for 2020 and 2021
Posted in Business, Hardware, Online, Reviews, Software on 15th Dec, 2021
by Alex Muller
This year saw an overall sense of optimism and growing momentum for immersive technologies and entertainment appearing in the mainstream. There is ongoing growth of consumer demand for VR products, and businesses are showing greater interest in adoption. Here is an overview:
An overview of VR gaming
Posted in Games, Reviews, Software on 22nd Jun, 2021
by Alex Muller
As technology progresses, virtual reality gaming hardware has matured to the point that VR headsets now offer a great experience with little lag or latency induced nausea, two areas that had presented problems historically.
A Brief History of the VR Revolution
Posted in Games, Hardware, Reviews, Software on 17th Jun, 2021
by Alex Muller
Supporters believe VR has the potential to improve and revolutionize many fields including education, architecture, medical, business, research, military, therapy, travel, art, design, just to name a few. Let’s take a brief look at how we got to be where we are now and what might be on the horizon...
June Steam hardware survey: The Rift-Vive gap shrinks … sort of
Posted in Games, Hardware on 7th Jul, 2019
by Alex Muller
The Oculus Rift still leads the charge with 44.12% of the overall VR headset use on Steam. Pairing the 40.76% share that HTC Vive has with the 1.66% share of the Vive Pro, HTC is at 42.42%. That’s a difference of just 1.7% between the two headsets.