Advertisement
Friday, November 27, 2020

Ski Jumping Pro VR announced for STEAM VR & PSVR

0
We always picked surfing over skiing simply because we don't like being cold, and the North Shore of Oahu was our first choice for nearly a decade.  However, skiing is an...

GeForce WHQL 382.33 Released for Tekken 7 & Star Trek: Bridge Crew VR

0
NVIDIA has just released for GeForce gamers the latest Game Ready driver for Tekken 7 and for Star Trek: Bridge Crew.  Tekken 7 is coming to the PC on June 2. Having optimized...

VR Film Work

0
The Refreshing View of Immersive Content Developing, delivering, and using a new technology like VR isn’t easy; but gawd, is it fun. At IBC, we’ll see – and hear from – people who...

Project CARS 2 PC & VR performance evaluation – the Red vs. the Green...

2
We have been playing and benchmarking Project CARS 2 since it released last week.  This Project CARS 2 PC and VR performance evaluation pits AMD's Red Team versus NVIDIA's Green Team using eleven...

HTC VIVE and DAVE & BUSTER’S Announce VR Arcade Partnership

0
HTC VIVE and DAVE & BUSTER’S Announce VR Arcade Partnership to bring Entertainment to Consumers across the USA HTC Vive and Dave & Buster’s Entertainment are partnering to launch the largest-ever commercial VR...

VR Evolution not Revolution

0
Putting VR, Volumetric Video in Refresh Mode   When you attend film festivals like Sundance, Toronto, Tribeca and most recently Cannes; all of the attention is on: The important (and self-important) people The...

Measuring the Vive Pro Wireless Adapter’s Latency with FCAT-VR

0
Measuring the Vive Pro Wireless Adapter's Latency with FCAT-VR We just received a Wireless Adapter from Vive and we have been putting it through its paces with the Pro.  The freedom from...

Boneworks IQ and VRSS Performance Review

0
Boneworks IQ and Variable Rate Supersampling (VRSS) Performance Review Boneworks is an important VR game that has just been added to BTR's regular benchmark suite so we are going examine its image quality...

The Sim Side: NVIDIA SPS VR Performance in iRacing – Part II

2
The Conclusion of our Investigation into NVIDIA's Single Pass Stereo Technology Our first deep-dive into simulation virtual reality (VR) performance attempted to address the question: “What is Single Pass Stereo (SPS), and...