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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 Disp6 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 effic5 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. Research3 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 t2 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 premium5 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