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  2. Oculus Quest is the savior VR needs - AOL

    www.aol.com/news/oculus-quest-savior-vr-needs...

    About five or six years ago, I walked into a booth at CES and tried a then cobbled-together Oculus Rift development kit headset on for the first time. The demo was crude and former Oculus co ...

  3. Asynchronous reprojection - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_reprojection

    Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate. [1]

  4. List of PowerVR products - Wikipedia

    en.wikipedia.org/wiki/List_of_PowerVR_products

    This article needs additional citations for verification. ... 3D PC add-in board Matrox m3D: PCX-2: ... Samsung S5PC510 — MBX Lite + VGP Lite + FPU + A10 + POWER VR ...

  5. List of virtual reality headsets - Wikipedia

    en.wikipedia.org/wiki/List_of_virtual_reality...

    Oculus Mobile SDK, developed by Oculus VR for its own standalone headsets and the Samsung Gear VR. (The SDK has been deprecated in favor of OpenXR, released in July 2021.) [1] Tethered – headsets that act as a display device to another device, like a PC or a video game console, to provide a virtual reality experience. Mainstream tethered VR ...

  6. Windows Mixed Reality - Wikipedia

    en.wikipedia.org/wiki/Windows_Mixed_Reality

    The minimum requirements specify an Intel Core i5-7200U or better for laptops, 8 GB of RAM, Intel HD Graphics 620 or better with DirectX 12 support, USB 3.0, HDMI or DisplayPort connections, and Bluetooth 4.0 support for controllers; The Verge noted that users "won't need a high-end gaming PC" to meet these recommendations.

  7. Virtual reality headset - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_headset

    The Sega VR was announced in 1991 and seen in early 1993 at the Winter CES. It was never released for consoles, [3] but was utilized for the Sega VR-1 motion simulator arcade attraction in 1994. [4] [5] Another early VR headset, the Forte VFX1, was announced at CES in 1994. The VFX-1 has stereoscopic displays, 3-axis head-tracking, and stereo ...

  8. Virtual reality - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality

    In assessing the achieved immersion by a VR device, we need to consider our field of view in addition to image quality. Our eyes have a horizontal FOV from about 107 or 110 degrees to the temporal side to about 60 or 70 degrees toward the nose, and a vertical FOV from about 95 degrees downward to 85 degrees upward, [ 84 ] and eye movements are ...

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