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  • ...rd]] and the web. Transport will be accessible from each [[Virtual Reality Platforms|VR platform]]'s app store such as the [[Oculus Store]] and [[Google Play]].
    1 KB (180 words) - 17:59, 27 April 2016
  • ...ic, is a [[Augmented Reality]] and [[Virtual Reality]] [[Augmented Reality#Platforms|Software Platform]] incorporated in [[Windows 10]] operating system. It uti [[Category:Virtual Reality Platforms]]
    3 KB (362 words) - 07:10, 19 October 2017
  • OpenVR is a [[Virtual Reality]] [[Virtual Reality#Platforms|Software SDK]] developed by [[Valve]]. OpenVR API allows an [[app]] to inte [[Category:Virtual Reality Platforms]]
    2 KB (269 words) - 15:16, 15 June 2015
  • |Platforms=All [[V (App Store)]] is an open [[VR Platforms|platform]] [[Virtual Reality]] [[App Store]].
    404 bytes (46 words) - 01:55, 15 June 2016
  • |Platforms=All The Rift Arcade is an open [[VR Platforms|platform]] [[Virtual Reality]] [[App Store]].
    558 bytes (60 words) - 23:36, 7 May 2015
  • |Platforms= [[Quest]], [[Rift]], [[Go]], [[Gear VR]]
    2 KB (268 words) - 22:56, 6 June 2023
  • ...m is a utility design by [[Valve]] to be used with their [[Virtual Reality#Platforms|VR platform]], [[SteamVR]], and [[Virtual_Reality#Devices|Head Mounted Disp
    6 KB (981 words) - 11:57, 2 August 2017
  • ...form agnostic philosophy. It will create content for any [[Virtual Reality#Platforms|VR Platorms]] and [[VR Devices|Devices]].
    2 KB (335 words) - 08:03, 24 September 2015
  • |Platforms=[[Oculus Rift (Platform)]]
    713 bytes (88 words) - 22:56, 27 April 2016
  • [[App Stores]] are distribution platforms for software.
    6 KB (1,028 words) - 11:42, 4 January 2017
  • ...iece. These creations can be viewed on common virtual reality headsets and platforms thanks to dedicated light field video playback engine from Lytro.
    4 KB (634 words) - 05:22, 4 February 2016
  • ...etric processing software ranges from stand-alone solutions to cloud-based platforms that are able to reduce otherwise very high hardware requirements for effic
    5 KB (720 words) - 20:23, 27 June 2016
  • ...pecial updating. From a practical standpoint, it is not likely that motion platforms and large free-space walking areas will ever see a widespread use. Research
    3 KB (370 words) - 22:47, 15 September 2016
  • ...ke [[VR]] more accessible for everybody, no matter which [[Virtual Reality Platforms|VR platform]] and the operating system are used. ...yone. These applications should be compatible across different devices and platforms. This gives users the freedom to choose their hardware independently from t
    2 KB (380 words) - 21:44, 18 December 2015
  • #REDIRECT [[Virtual Reality#Platforms]]
    39 bytes (4 words) - 21:45, 18 December 2015
  • ...resolutions up to 8k or more. The software is compatible with all current platforms and ready for professional broadcasting application.
    3 KB (439 words) - 03:57, 4 January 2016
  • ===Supported Platforms=== ===Supported VR Platforms===
    3 KB (447 words) - 15:15, 27 April 2016
  • ...[[Category:Technology]] [[Category:Platforms]] [[Category:Virtual Reality Platforms]] [[Category:Browsers]] [[Category:VR Browsers]]
    4 KB (576 words) - 22:49, 27 April 2016
  • ...“never” shut down the free-to-play version of Airmech for PC and other platforms, but they are also shifting their focus to the VR version and other premium
    5 KB (714 words) - 11:41, 13 September 2016
  • ...ed an agnostic solution that works with all [[Virtual Reality Platforms|VR platforms]].<ref>http://dysonics.com/dysonics-takes-virtual-reality-to-the-streets/</
    4 KB (489 words) - 01:34, 5 June 2017

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