Mirroring the hand to UI panel far away seems weird but actually works surprisingly fine. It’s like using a mouse on desktop, instead of looking at our hands, we actually concentrate on the cursor, but it still feels reactive and natural. #Oculus #Leapmotion
Ironically I feel like the game’s biggest flaw is embracing the technology to add rewind and fast-forward buttons. Makes it too tempting to keep rewinding in order to see everything at once, and that turns watching the action into a chore.
The Invisible Hours delivers on the promise of immersive theater in VR with a fun story and great design and implementation. I hope the next generation gets better performance capture; then we’ll really have an awesome new form of storytelling.
I don’t usually tweet about that sort of thing because whatever western civilization will be dead within ten years anyway and most of us with it, but the enormity of laying off 800 people right as they announce record financials is giving me existential vertigo.
“We’ve never made more money in our history as a company, which is why it’s time for mass layoffs and restructuring” sure lays bare the moral bankruptcy inherent to capitalism
Scrolling down to the comments there is some clarification on what was going on. Apparently the old limit was 3600°/second… that’s 10 whole revolutions in one second. 🤔 Also, “light enough controller”, is this something else than a Vive wand? I know Knuckles feel lighter to me.
The latest @SteamVR Beta update. OK, thanks Steam! 👌👌👌😅