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YouTube VR allows for access to all YouTube-hosted videos, but particularly supports headset access for 360° and 180°-degree video (both in 2D and stereoscopic 3D). The interface shows videos behind two floating panels, with the video description and comments showing on the left panel and related videos or playlists showing on the right panel.
A YouTube video titled "Pinball FX | Is It Way Too Expensive OR The Best Value in Gaming?" highlighted the pricing debate but ultimately concluded that the game offers excellent value, particularly during sales. [23] On Steam, initial user reviews were mixed but have steadily improved over time as new tables and features have been added.
YouTube VR allows for access to all YouTube-hosted videos, but particularly supports headset access for 360° and 180°-degree video (both in 2D and stereoscopic 3D). Starting with the Oculus Quest , the app was updated for compatibility with mixed-reality passthrough modes on VR headsets.
AltspaceVR was a social VR platform that was founded in 2013 by Eric Romo [1] and launched its initial product in May 2015. In 2017 it was acquired by Microsoft [ 2 ] and became part of the Mixed Reality division (alongside notable products like HoloLens and HoloLens 2 ) within the Cloud and AI group.
The device is a fully enclosed mixed reality headset that strongly utilises video passthrough. While some VR experiences are available on the device, it lacks standard VR headset features such as external controllers or support for OpenXR and is instead branded as a "spatial computer". [70] [71]
VPL Research was a company that made early VR headsets in the 1980s. [2] The PSVR headset for the PlayStation 4 video game console, released in 2016. 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.
VRChat is also capable of running in "desktop mode" without a VR headset, which is controlled using either a mouse and keyboard, gamepad, or touchscreen device. Some limitations exist in desktop mode, such as the inability to freely move an avatar's limbs, [ 6 ] or perform interactions that require more than one hand.
The use of the term "virtual reality" to describe 360-degree video has been disputed, as VR typically refers to interactive experiences wherein the viewer's motions can be tracked to allow real-time interactions within a virtual environment, with orientation and position tracking. In 360-degree video, the locations of viewers are fixed, viewers ...