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  1. https://www.marchedufilm.com/programs/cannes-xr/veer-future-award/ The Cannes XR 2022 Official Selection will be available on VeeR and Alexandria from 17 to 28 May, 18 shortlisted VR works will be showcased during that period. The award ceremony will be held on 22 May virtually through Alexandria. Access Alexandria on Quest or on Steam for Desktop VR (Accessible only after May 17th). Online Showcase on: VeeR: 6DoF projects compatible with Oculus Quest headsets and 360 videos Alexandria: 6DoF projects compatible with PCVR headsets and 360 videos compatible with Oculus Quest headsets More details on how to access VeeR and how to use Alexandria. Schedule: 17 – 28 May: Cannes XR Online Showcase on VeeR and Alexandria 22 May: Award Ceremony on Alexandria (VeeR Future Award: Best Story & VeeR Future Award: Best Immersive Experience) Early July: Cannes XR Offline Showcase at VeeR in China
  2. Hello We are currently using Vive Focus 3, using LBE Hybrid mode through our test account, and testing the Map Sharing functionality through the attached guide. The function that we want in map sharing is to share one map within the same group, and we are testing whether the users in the shared map recognize each other. Also, I wonder if it can look UI-like if it is recognized. Furthermore, I would like to know if the app made with Unity can be shared and all of them can enter one VR Unity space when map sharing. I think it's like making a multiplayer game. If possible, please let me know how.
  3. 📢Final Call📢 Don't miss 2022 Cannes XR x VeeR Future Award Competition!! @CannesXR and @letsveer invite XR artists from all over the world to submit your work for the 2022 VeeR Future Award for two prizes: Best VR Story & Best Interactive! The submission will close on 3rd Mar. See more details about submission at the link via: https://www.marchedufilm.com/news/2022-cannes-xr-veer-future-award-competition-call-for-projects-now-open/ Paris – Thursday, January 20, 2022 – Cannes XR, the Marché du Film's program dedicated to immersive technologies and cinematographic content, is delighted to announce its 3rd-year partnership with leading global VR content platform VeeR. Together, Cannes XR and VeeR are inviting artists worldwide to submit their works for the 2022 VeeR Future Award Competition. As a cornerstone of Cannes XR, the VeeR Future Award Competition will feature a curated selection of this year's most innovative and captivating VR works and celebrate each creator's achievements in cinematic VR. Cannes XR and VeeR will take a step forward with the global VR community this year, creating a new stage and providing more chances for creators to express themselves through VR storytelling. In 2021, the VeeR Future Award Competition expanded from 360 films to 3DoF and 6DoF VR experiences and received tremendous amounts of VR works from artists with diverse backgrounds. This year, we welcome all applicants worldwide and projects from both 3DoF and 6DoF domains, including but not limited to cinematic VR experiences, immersive art, VR theatre performances and narrative VR games. Cannes XR and VeeR are greatly looking forward to showcasing the latest VR works with unlimited perspectives and bringing diversity and inclusiveness further into the fold. The 2022 shortlisted VR works will be shown during Cannes XR's worldwide virtual screening and showcased offline in China as well, in order to bring VR projects and their creators in front of more media, potential distributors and investors. Cannes XR will present two winners with the 2022 VeeR Future Award in two categories: Best VR Story and Best VR Interactive Experience. Each winner will also be awarded 1000 USD and a Premium Plus Package. Submissions are open from 20 January to 3 March, 2022. "We are thrilled to renew our partnership with VeeR, who has been a strong and long-time partner of the Marché du Film and Cannes XR. Through this collaboration, we will create a prestigious XR artwork selection that will be accessible through a virtual exhibition and LBE (location-based entertainment) in China," says Guillaume Esmiol, Co-Executive Director of the Marché du Film – Festival de Cannes. "We are honored to continue our collaboration with Cannes XR for the third year. Since the selection expanded from 3DoF to 6DoF content last year, it's exciting to see the emergence of interactive storytelling and how cinematic VR and VR gaming are merging. What's amazing about VR is to see more and more creators coming together from diverse and creative areas - film, animation, music, art, gaming, etc. We believe that VR is a new art form that takes the essence from all other art forms. It's all about imagination without boundaries. In 2022, together with Cannes XR, we'll continue supporting and encouraging creators who want to explore immersive storytelling and push for greater diversity in VR creation. We sincerely look forward to seeing more talents from multiple fields expressing themselves and unleashing their creativity in VR," says Jingshu Chen, Co-Founder of VeeR. ABOUT CANNES XR Cannes XR is the Marché du Film's industry program dedicated to immersive technologies and cinematographic content. Regarded as the unmissable annual rendez-vous for the XR community, Cannes XR offers a multitude of networking, financing and distribution opportunities. Cannes XR is also a networking platform with which Hollywood directors, studio executives, XR artists, independent producers, leading tech companies, location-based and online distributors all gather to discuss the role of XR technologies, inspire the art of storytelling and fuel the future of film. https://www.marchedufilm.com/programs/cannes-xr/ ABOUT MARCHÉ DU FILM – FESTIVAL DE CANNES The Marché du Film, the business wing of the Festival de Cannes, is the key stepping stone in the creation, production and distribution of films around the world. The Marché du Film draws its strength from the diversity it brings together: 12,500 industry professionals including 3,840 producers, 3,300 buyers and distributors and 1,187 festival programmers from 121 countries, all gathered in one unique setting to obtain financing, seize opportunities and take the pulse of international film creation and innovation. https://www.marchedufilm.com/ ABOUT VEER Founded in 2016, VeeR is a leading VR entertainment platform with the mission of bringing premium VR content to a mass audience. In the meantime, VeeR VR is a leading global VR content platform with a fast-growing VR cinema chain ZeroSpace, which distributes 3DoF and 6DoF VR narrative content. ZeroSpace has launched in more than 30 cities in China and is expanding to more locations in 2022. With VeeR's online platform and ZeroSpace VR cinema, VeeR has helped creators across the world distribute and monetize their works. VeeR Studio, the production arm of VeeR VR, also works with global talents to create premium VR experiences with engaging narratives and great entertainment value. https://veer.tv/ For media inquiries, please contact: Jules Fournier – cannesxr@festival-cannes.fr
  4. Hi everyone! I have one question about the Vive Tracker. Currently, I would like to detect the posture of the user when running while wearing the HMD. I would like to use the Vive Tracker to detect the user's movements. Since the HTC Vive ProEye is too heavy for the user, we tried to use the Oculus Quest 2 or Vive Focus Plus. Is there any way to use Oculus Quest 2 and Vive Tracker at the same time, because I can't seem to use Vive Tracker with XR Interaction Toolkit. Also, is it possible to use Vive Focus Plus and Vive Tracker at the same time? I'd like to avoid using running VR content for long periods of time while wearing the Vive ProEye.
  5. Hi! I have the following hardware: HTC Vive Eye Pro 2*NVidia RTX 3090 GPUs What I want to achieve: interactive ray tracing for a complex scene where the rays (e.g., primary rays) can be modified with respect to the gaze position. Question: What is the best available API/ Engine/ Library to implement gaze-contingent ray tracing algorithm? Or for example, I extend to work on path tracing algorithm. First I tried the unity3D, however, I have found the unity3d VR still support the directx11, and have not been updated to directx12, so ray tracing is not supported. From the Unity discussion forum: RTX is not supported in VR in UE4 as of 4.26 There is a publication on RayVR, author used DirectX Raytracing-Falcor to enable ray tracing on VR (tr-05-2019.pdf (impa.br)), however the code repository is not available for public Few publications, worked on VR and ray tracing used OpenCL RadeonRays I would really appreciate if the experts show me a way that I should use to achieve my goal. I am really lost and randomly trying different path.
  6. I was doing some more testing trying to improve performance of MSFS and wondered if the "Throttling Behavior" feature in SteamVR worked with the VP2 so changed to Fixed but did not to seem to work as some tutorial videos shown for the Valve Index. So is this another feature of SteamVR that does not work with the VP2 like Motion Smoothing? I really like the headset but wonder why it does not fully support all of the SteamVR features. Thanks For your time Bill
  7. Hello, Is it possible to customize the eye tracking calibration? specifically: Can the number of points be customized? Can the background color be customized? Can the shape or color of the points be customized? Can the placement or movement of the points be customized? Thanks, Michael
  8. Hello, I'm a PhD student at Inria Rennes in France. I'm looking for developers of VR applications for HMD to answer an online survey. This survey investigates the use of avatars (humanoid full-body user representations) in VR applications. You don't have to use avatars to answer the survey. It takes around 5 minutes. The answers are anonymous. You can answer here: https://sondages.inria.fr/index.php/515939?lang=en You are welcome sharing this link to your community. Thank you!
  9. Hello, I am trying to create a game in Unity that involves the use of Vive trackers. However, we cannot let others run the Unity project and can only give them a build/executable of the game. There are 3 Vive trackers needed (1 for hip and 2 for feet). Is there a way to have a popup at the start of game that forces users to turn on Vive trackers and assign them to certain game objects in the scene? Thank you! @chengnay
  10. My older brother lives in Los Angeles, and there's a stay at home order until May 15th. It's been over a month and he's texting me saying he's bored out of his mind since he can't go out and has to WFH. He LOVES racing (hits the willow tracks every weekend) and is coping rn with Project Cars 2 via PS4. He's got the steering wheel and pedal accessory. Got me thinking I could let him borrow my VIVE Pro or Cosmos to try a VR racing sim... I've heard mix reviews about Project Cars in VR like how it gets you motion sickness... I'm wondering what other racing simulations are there I can recommend my brother? He's never really tried VR so I really want to blow him away with the highest quality VR racing sim that's currently available lol. Steve His real life cars in the garage 91 Honda EK 06 Honda S2K (which I crashed, but not totaled during a canyon run... sigh)
  11. I've played most of the popular titles like Pavlov, Onward, Gunclub VR, Arizona Sunshine, SuperHot.. the list goes on. But to me, none of them beats.. *drum roll*.. RAW DATA! (by Survios) This game is sooooo good especially in the early days of VR. To this day, it still remains my favorite FPS. The reloading, the specials, the charging powershot, the half jumping robots, drones, etc. I feel like the game is so underrated when new VR users go straight to the popular titles I listed above. Don't get me wrong, those are all REALLY great experiences, but Raw Data should be in that list too! Anyways, there's mine lol. What's your favorite VR FPS and why? 😮 PC | MSI VR GT62VR Current HMD | Cosmos Stuck in VR since 2016
  12. On 24th April 2020 “Lost Circus VR – The Prologue” will be available on the STEAM https://store.steampowered.com/app/1278370/Lost_Circus_VR__The_Prologue/ Trailer: https://www.youtube.com/watch?v=JG8Yw0tOnAc&feature=emb_logo Meet a mysterious Clown and his abandoned circus. Will You dare to start a thrilling night excursion? If You dare to get into a barrel on the old, rusty cart, pushed by a strange Clown – get ready for an extreme experience. You are going to visit a place abandoned for a long time, encounter a tiger and hordes of overgrown, furious spiders. Show Your sharpshooting skills and carefully avoid wild animals inhabiting the area. „Lost Circus VR The Prologue” is an introduction for the newly created game made in VR technology. The incredible care for details of the environement will let You truly immerse in dark climate of an abandoned circus. The dedicated music and amazing 5.1 sound will build up the mood and give You a „goose bumps”. The highest quality of 4K textures also greatly improves the impressions of reality, even in state of the art high resolution googles. „Lost Circus VR” comes from the Virtual Magic entertainment workshop, an experienced company known for producing many 3D and 5d virtual shows and movies created for amusement parks. Our roots are in the movies industry, that is the reason we want to maintain our own more cinematic approach towards VR games. The first version of our game was produced for the Theme Park „Global Village” in Dubai and was a great commercial success. The game provided fun and thrilling experience for all the guests who dared to enter the cursed Circus.
  13. This might be a dumb question, but I haven't found anything in the documentation on it specifically. I assume there's a straight-forward way of showing/hiding the default controller models during runtime? I guess on that same thought process is there a simple way to replace the controller models with something different if desired? Thanks Vive Focus Plus Unity 2018.4.14f1 Wave SDK 3.1.4 @Cotta @Tony PH Lin
  14. I recently bought the htc vive and I played it non stop for 2 days, I got out of vr about 2 days ago and nothing feels the same, when I grab my phone or try to unwrap foods it feels like I’m doing it in VR most things feel numb also as if they were in vr. For the first day of getting out of it my hands felt and looked like the rate of the VR hands, it seemed as if I was still in VR, now going into the second day of no VR and STILL feeling like everything is delayed and out of place and like I’m still in VR I’m getting a bit worried, when will it end and what is it, also has anybody else experienced this
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