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Kyle Riesenbeck and David Heaney discuss:- PlayStation VR2's Price Cut To $400- Apple's New Spatial Gallery Platform On Vision Pro- Yankee Stadium Friday Night Baseball Apple Immersive Video Coming In - AMD RX 9070 & 9070 XT Graphics Cards Out Now- Aria Gen 2 Research Glasses- Meta Researchers Generate Photorealistic Avatars From Just Four Selfies- F2P Apps Now Account For 70% Of Time Spent On Quest- Meta Is Discontinuing Move, Quest's Fitness Tracking Feature- Inseye "Pauses" Lumi, Its Quest 2 & 3 Eye Tracking Addon- Meta's Unity & Unreal "OpenXR" SDKs Block Other PC VR Headsets- Meta Support Page Suggests Quest's Passthrough API Is Imminent- "Never Give Up", Meta CTO Responds To Leaked Memo Discourse- Samsung's Headset Will Reportedly Use Sony's New 4K Micro-OLED Displays
In a series of posts from February 8th to 11th, open source developer Matthieu Bucchianeri started making allegations that Meta's OVRPlugin is blocking non-Meta OpenXR runtimes, thereby undermining the open and interoperable spirit of OpenXR. He claims that "the OVRPlugin takes intentional precautions to exclude non-Meta platforms. This means that XR content developed with OVRPlugin will only work with Quest Link, and it will not work with any other runtime." Bucchianeri's allegation is that if a PCVR game includes Meta's OVRPlugin as their OpenXR middleware and doesn't implement the counter-blocking measures that he details, then PCVR users will only be able to use a Quest headset with Quest Link while other non-Meta headsets like "Pimax, Pico, Varjo, Vive" will be blocked, even if they have conformant OpenXR runtimes. Bucchianeri has validated these blocking counter-measures, and he says, "as proven with many applications using OVRPlugin with counter-measures enabled, these applications can run on a conformant OpenXR implementation." Not very many XR developers are willing to speak about these issues on the record, but I did manage to record a Voices of VR podcast interview with Virtual Desktop's Guy Godin who was able to independently corroborate many of the core allegations from Bucchianeri. Godin collaborated with Bucchianeri on the Virtual Desktop OpenXR (VDXR) runtime, but has also been receiving many complaints from PCVR users around Meta's OpenXR non-compliance issues, especially with games that launch both on Quest and PCVR and use Meta's OVRPlugin. Godin told me that games will work fine natively on the Quest, but any non-Quest headsets or if they aren't using Quest Link will be blocked on the PCVR version, unless the developer specifically implements anti-blocking counter-measures detailed by Bucchianeri in his technical write-up. It appears as though OpenXR conformance from the Khronos Group only pertains to the actual OpenXR runtimes on the hardware, but headset manufacturers are able to create their own SDK plug-in middleware that interfaces with OpenXR that doesn't have the same conformance requirements. It appears as though Meta is able to technically maintain their OpenXR runtime conformant status because it does not apply to their OVRPlugin middleware SDK solution, and Bucchianeri is claiming that Meta is undermining the normative standards of interoperability by not following the best practices from the Khronos Group. He says, "For the past several years, Khronos has come up with best practices and solutions to develop OpenXR applications and maximize cross-vendor and cross-platform interoperability. Khronos has asked XR developers all over the world to follow these best practices, however - Meta - the largest vendor in Khronos is refusing to follow these best practices." Bucchianeri is also claiming to have had private communications with Meta confirming that these were deliberate and intentional changes. He says, "This is not an accident: this concern was reported to Meta early in 2024 via official means in the Khronos group. Meta acknowledged purposedly blocking other platforms from running OpenXR content at that time." I was able to confirm in my discussion with Guy Godwin in this Voices of VR podcast episode that he also believes that these were deliberate and intentional changes to undermine the spirit of OpenXR. Part of why Bucchianeri was blowing the whistle is because the Khronos Group had not been taking any action against Meta. He describes Meta's actions as "reverting many of the improvements to the developers and users ecosystem that Khronos has spent time, money, energy into solving for the past 7 years." He says, "Unfortunately, since 2024, Khronos has refused to take actions to stop Meta's OVRPlugin destructive initiative towards the PCVR ecosystem. By not taking any actions to resolve the issues created by Meta's OVRPlugin, Khronos is sending the message that OpenXR is no lo...
This week Ian Hamilton and David Heaney discuss Pimax, OpenXR 1.1 and the weekend discussion between John Carmack, Andrew Bosworth, and Palmer Luckey.
OpenXR 1.1 is being released today, and so I'm digging into my archive of unpublished interviews to go back GDC 2018 when OpenXR working group chairman Nick Whiting presented some of the first information about the OpenXR specification, which wouldn't have it's initial release over a year later on July 29, 2019 (see episode #1384 for more on that). I'll also be publishing an update on OpenXR 1.1 in episode #1385, and so these next three episodes should provide a pretty comprehensive look at the evolution of OpenXR over the past 6+ years. Also be sure to check out episode #507 from GDC 2017 where I chat with Joe Ludwig about the initial announcement of OpenXR.
I'm digging into my unpublished interview archives backlog to publish this conversation with Khronos Group President Neil Trevett marking the 1.0 release of OpenXR that happened during SIGGRAPH in July 2019. We talk about the intention of OpenXR as a specification, and I figured that it's worth looking back at the evolution of the specification as it has become quite a prominent open standard within the XR industry. Be sure to also see episodes #1382 that I just published from GDC 2018, #507 from GDC 2017, and #1385 with a current update on OpenXR 1.1.
The OpenXR 1.1 minor release comes out today, which moves some of the more commonly used extensions into core and it also marks a new Khronos Group commitment to a yearly release cycle. It's been nearly five years since the initial release of OpenXR 1.0 on July 29, 2019, and Khronos Group President Neil Trevett tells me that it's been one of the most successful open standards they've ever published, and I had a chance to catch up with Trevett and OpenXR working group chair Alfredo Muniz to talk about the range of conformant XR devices, engines, programs, what's happening with Apple and OpenXR, next steps for where they plan to take the standard in the future, and how you can get more involved either through their OpenXR Discord channel, OpenXR Forums, or OpenXR GitHub Issue Tracker. Also, here's a link to the announcement slides for OpenXR 1.1, which have some really helpful overview information about how broadly OpenXR has been adopted, as well as a sneak peak at some of what is coming soon including "extending hand tracking, enhanced handling of spatial entities, expanded haptics support, controller render models (glTF), increased accessibility, and Metal (Mac OS) support." I posted a thread on X / Twitter that highlights some of these slides from the OpenXR 1.1 announcement page. Here's five previous interviews covering the evolution of OpenXR since 2015: My 2015 interview with Neil Trevett with some preliminary thoughts about an open standard for VR My 2016 interview with Neil Trevett announcing the formation of what would become OpenXR My 2017 GDC conversation with Joe Ludwig marking the announcement of OpenXR. My 2018 GDC conversation with OpenXR working group chair Nick Whiting with a first look at OpenXR. My 2019 SIGGRAPH conversation with Neil Trevett marking the official OpenXR 1.0 release Also see some related topics within my interviews tagged with open standards.
Last Wednesday, Meta CEO Mark Zuckerberg posted a review of the Apple Vision Pro on his Instagram page where at the end he made the claim that Meta intends on being a much more open platform and ecosystem than Apple. While Meta has pushed forward standards like OpenXR and has an industry-leading implementation of WebXR, their curation strategy on the Quest store has been highly curated and much more similar to a closed, walled garden strategy of a gaming console. According to my informal count, Meta has only launched around 620 official Quest apps in 4.7 years since the Quest launched in May 2019, while the Apple Vision Pro already has over 1000 apps launched after 11 days. Sarah Hill was able to launch the Apple Vision Pro version of her Healium app onto the Apple Store on day 1 while they've been relegated to Meta's App Lab for over 3 years now with no hope to ever be promoted. App Lab was originally inspired by the success of SideQuest, which was an third-party method for apps that were rejected from Meta's official store to be side loaded onto a Quest device. But Meta launched their own alternative store competitor of App Lab in February 2021 and slowly made SideQuest harder and harder to use. Being App Lab is still not the same on being on the main store as Meta makes it much harder for consumers to organically search and discover her app. Despite all of the traction that Healium has found with enterprise customers, they still have not been promoted to the main Quest store. Given Hill's experiences with both Meta and Apple, then she does not buy Zuckerberg's claims that Meta will somehow prove to be the more open of a platform. I wanted to touch base with Hill to have her elaborate on her experiences with both ecosystems, and how she's been able to continue to thrive in delivering mediation experiences with biometric data integrations with different watches and EEG sensors by finding enterprise customers, integrating with other headsets, and making the most of their constrained access to the Quest ecosystem despite all of the disadvantages of being stuck on App Lab.
Chris spends the week in a VR desktop, revealing the glitches, gains, and VR's open-source future.
Timothy Bates provides his perspectives on key 2023 technology topics based on decades of industry experience. On AI, Bates notes the industry's transition towards human-centric models tailored for specific use cases versus generalized models, citing issues with bias. He contrasts corporate, group-specific, and individual models optimized for different needs. Regarding automotive, Bates discusses digital twin benefits demonstrated at General Motors, like improving factor productivity by virtually validating manufacturing processes. He outlines the software integration disrupting vehicles to enable expanded in-car experiences and coherence with external ecosystems via protocols. About the metaverse, Bates advocates for interoperability standards to connect virtual worlds, contrasting walled gardens. He sees promise in OpenXR for VR headsets and indicates metadata extensions may be required for engineering use cases. Finally, Bates aims to expand computing access and skills to open professional opportunities for those with less privilege. He notes metaverse jobs could arise in new regions and Role of location and demographics as adoption increases. ==== Have any comments or questions? Email the show Feedback@Buildingtheopenmetaverse.org Want more information? Visit our website www.buildingtheopenmetaverse.org And make sure you follow us on Linkedin for all of our show updates https://www.linkedin.com/company/buildingtheopenmetaverse/ Building the Open Metaverse is a podcast hosted by Patrick Cozzi (Cesium) and Marc Petit (Epic Games) that invites a broad range of technical experts to share their insights on how the community is building the metaverse together. #BuildingTheOpenMetaversePodcast #MetaversePodcast #Metaverse
Interview In der heutigen Ausgabe des Metaverse Podcasts spreche ich mit Susanne Ahmadseresht. Sie ist die Co-Founderin & aktuelle Vice Präsidentin des nextReality Hamburg e.V, dem vielleicht bekanntesten und aktivsten Regionalverband für XR. Sie erzählt uns wie es zur Gründung des Vereins kam, wie er sich über die Jahre entwickelt hat und warum der Verein gemeinnützig ist. Außerdem sprechen wir über die Vielzahl der Events, dem XR Award, den sie ins Leben gerufen haben und was die aktuellen Herausforderungen in der XR Branche sind. Freut euch auf ein langes und ausführliches Interview mit viel Hamburger XR Geschichte. News Pico entlässt hunderte Leute und ist jetzt OpenXR kompatibel. Meta Quest Update 50 ist da, mit Multitasking und Direct Touch. Und KölnBusiness führt ihr Förderprogramm Kölner Rahmen XR mit 50.000 Euro Fördersumme fort.
Pico macht in OpenXR – und soll in der allgemeinen Tech-Wirtschaftsflaute 200 bis 300 Stellen abbauen. Ist die Pico-Mutter Bytedance langfristig ein Meta-Wettbewerber? Außerdem diskutieren wir die Software-Situation bei VR: Warum kommen gute Apps und Games nur so spärlich nach? TEXTE ZUM THEMA: https://mixed.de/pico-und-tencent-entlassen-angestellte-in-xr-abteilungen/ https://mixed.de/pico-open-xr-kompatibilitaet/ ---------- MIXED FOLGEN Webseite: https://mixed.de/ MIXEDCAST: https://mixed.de/podcast/ Discord: https://discord.gg/HNwmU7fygc Facebook: https://www.facebook.com/MIXED.de Twitter: https://twitter.com/MIXED_de LinkedIn: https://www.linkedin.com/company/mixed-de/ E-Mail: hallo(at)mixed.de ---------- MIXED UNTERSTÜTZEN Abonnieren: https://mixed.de/mixed-plus/ ---------- AFFILIATE-LINKS Quest 2 kaufen: https://amzn.to/3VFtdkw Quest Pro kaufen (Amazon Frankreich, Rechtsklick - auf Deutsch übersetzen): https://amzn.to/3VeQ4Uh Pico 4 kaufen (Amazon): https://amzn.to/3uDxysD
We discuss new developments related to Microsoft's militarized Hololens AR technology and Tilt Five's progress toward consumer AR.We also cover Meta Quest Move syncing with Android, Unity supporting OpenXR hand tracking and Mojo Vision ceasing work on their smart contact lens.
On July 3rd Bastian Noffer's TECHCAST was recorded live as part of a livestream on YouTube and Twitch.This episodes Topics:- Khronos group establishes Metaverse Standards Forum- Apple XR headset announced in January?- The iPhone got 15 last week- Base Model M2 MacBook Pro has slow storage- Valve silently downgrades Steam Deck SSDsThe full show notes can be found at: https://bnonet.com/podcast/bnotechcast-episode-22-reality-of-transparency/
We've often said that open source is for more than just software, and on this episode Project North Star's Bryan Chris Brown is here to prove it with a freely available, modifiable design for an augmented reality headset you can build yourself. Join us for a discussion about topics like the ins and outs of open hardware design, sourcing parts from unlikely places, printing lenses out of resin, doing architecture work in the Unreal Engine, how standards like OpenXR fit into the picture, and a whole lot more.Check out Project North Star's extensive community documentation, and follow Bryan on Twitter.The FOSS Pod is brought to you by Google Open Source. Find out more at https://opensource.google
“Any sufficiently advanced technology is indistinguishable from magic.” - Arthur C. Clarke In 1911, Henry Ford won a challenge to the Seldon patent that had been stifling progress in the automotive industry for decades. Moving forward, cross-licensing between manufacturers steamrolled the auto industry to where it is today. In a similar fashion, OpenXR is hopeful in providing standardization and progress necessary for the future of VR. I believe that the progress and adoption of AR/VR within L&D are contingent on information being SHARED and not hoarded as we navigate the #futureofwork. In this Learning Tech Talks, I'm chatting with Dj Smith, Chief Creative Officer The Glimpse Group, to hear about some of the magic tricks he has for our brains with the group's portfolio of AR/VR startups that offer everything from learning solutions to data visualization, all while working together as they aim to become the premiere VR/AR Software and Services company with a global footprint. --- Support this podcast: https://anchor.fm/learningtechtalks/support
Qualcomm es la última compañía en incorporarse a la apuesta por la realidad aumentada con un framework propio, uniéndose a otras decenas. La apuesta por la realidad aumentada por parte de todas las grandes compañías que hoy día producen hardware y software, es algo que puede pasar desapercibido para la mayoría, pero es una realidad que no puede ser ignorada. Qualcomm es una de esas compañías que presenta su nuevo framework Spaces XR que se suma al estándar OpenXR del grupo Kronos que ha creado una estandarización para que las decenas de API y soluciones tanto de dispositivos como librerías tengan unas guías comunes. Analizamos ese futuro y os hablamos de sus posibilidades y lo que está por llegar tanto de Apple como el resto de compañías. Descubre nuestro canal de Twitch en: twitch.tv/applecoding. Descubre nuestras ofertas para oyentes: Cursos en Udemy (con código de oferta) https://acoding.academy/cursos-udemy Apple Coding Academy https://acoding.academy Suscríbete a Apple Coding en nuestro Patreon https://patreon.com/applecoding. Canal de Telegram de Swift. Acceso al canal t.me/desarrollandoconswift. --------------- Consigue las camisetas oficiales de Apple Coding con los logos de Swift y Apple Coding así como todo tipo de merchadising como tazas o fundas. Tienda de merchandising de Apple Coding https://teespring.com/stores/acacademy. --------------- Tema musical: "For the Win" de "Two Steps from Hell", compuesto por Thomas Bergensen. Usado con permisos de fair use. Escúchalo en Apple Music https://itunes.apple.com/es/album/for-the-win/573729318?i=573729656 o Spotify https://open.spotify.com/track/34x22hY9CKf3ZoPjQwZSgc.
On November 9th at the beginning of the Augmented World Expo (AWE),Qualcomm announced Snapdragon Spaces, which is a series of AR tools striving to cultivate
#augmentedreality #virtualreality #mixedreality Peter Kovacs is on a mission to democratize & decentralize virtual reality by solving the fragmentation problem of extended reality, Apertus VR is an Open source AR/VR/MR Engine [ OpenXR]. Peter is the Head of the Virtual Reality Group at the Institute for Computer Science and Control & has Accomplished various XR research and development international projects. Contract-based target XR development leader in the production and medical application fields. He has designed the C++ architecture of the ApertusVR open-source software library & has Received an innovation award by TÜV Rheinland (TRIC/13/0513) Peter is a Member of the Board of Directors at XR4EUROPE, Member of the OpenXR workgroup at Khronos Group which is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning. https://www.linkedin.com/in/peter-kovacs-3327188b/ http://apertusvr.org/team/
Fredrik chats with Tommy Maloteaux about his VR god game Deisim and all the interesting stuff which has happened in and around the game since episode 406 where Tommy first was a guest on the podcast. We start with some background on Tommy and how he got into game development from a start as a web developer. Then Tommy tells us how he got started creating the game. Tommy likes to start small and iterate, and he chose to start with the AI. We also discuss how the word AI can sound a lot more intimidating than when you actually need to build for your game. Deisim is available on multiple platforms, and since we last spoke it has become available through Oculus App lab, and thus much easier to play on Oculus quest. Tommy tells us about how App lab works, and how it has changed things for Deisim (and saved Oculus a lot of developer accounts). The other major event for Deisim since last time is that the game sells enough that it has allowed Tommy to make the game his full time job. Tommy talks about how going full time has changed how he works on the game, like both having more time, and also given him a chance to find a nice work-life balance. Also: how temperature can affect what gets worked on for the game. We discuss what hardware Tommy uses to develop the game, and interesting differences between running on desktop versus mobile hardware. On the Quest, the game is GPU bound, on the PC it’s CPU bound. A 2D mode for the game is in development, and Tommy talks about that version and what changes he needed to make to get the game running in 2D on a PC with a mouse. A well-factored code base and build pipeline helped a lot. Last but not least, Tommy discusses the power of having core values for your project, which the core values for Deisim are, and letting them guide what gets put in or not. Thank you Cloudnet for sponsoring our VPS! Comments, questions or tips? We are @kodsnack, @tobiashieta, @oferlund and @bjoreman on Twitter, have a page on Facebook and can be emailed at info@kodsnack.se if you want to write longer. We read everything we receive. If you enjoy Kodsnack we would love a review in iTunes! You can also support the podcast by buying us a coffee (or two!) through Ko-fi. Links Tommy 406 - the previous episode with Tommy Deisim Populous Black & White Unity VRTK Ultima online State machine Behavior tree Artificial intelligence for games - Tommy’s book recommendation Steamvr Viveport App lab Sidequest Drbeef stuff - ports of Doom, Quake, and more for Quest. Only on Sidequest Air link Openxr Pico neo 3 - Chinese Quest-type headset Superunitybuild YAML Unity job system Pathfinding The Deisim Discord server Crusader kings Homeworld Eternal starlight Smash drums Titles Very different worlds Something interesting to me A very indirect game Autonomous humans It’s really incremental I created life! A lot of coding to do A learning project My first AI project Years of big code When people say “AI” A bit like Blade runner A store of non-approved games The exact name of the game I had to limit the world Bigger worlds, with shaders The shader look The Populous mode A game is just smoke and mirrors The same texture for everything Starting a war without giving orders Complex enough to be interesting A big sandbox Look at the ball of spaghetti
This week we are honored to be joined by one of OpenXR's own chair members...BRENT INSKO!!! In this exciting episode they discuss OpenXR's role in AR and VR development and why they are so important to the industry. LIVE every other Friday @ 7:30pm EST on twitch.tv/digitaldenizens . . .
Metro Exodus gets a Linux release date! Valve introduces Clippy for DOTA, GODOT explores the wonderful world of OpenXR, and the engine behind Sea Dogs goes open-source. Then Aloof faces the ChairQAsition.
Metro Exodus gets a Linux release date! Valve introduces Clippy for DOTA, GODOT explores the wonderful world of OpenXR, and the engine behind Sea Dogs goes open-source. Then Aloof faces the ChairQAsition.
Jamie gives us his first impressions of Reverb G2. He & Kyle discuss Quest 2 preorder numbers, Microsoft's bullish adoption of OpenXR, and try to understand PS5-specific updates for PlayStation VR games.
Den MIXED.de-Podcast gibt es bei Soundcloud, Spotify, iTunes, in der Google Podcast-App oder als RSS-Feed. Mehr Infos und alle Folgen: mixed.de/podcast Bitte unterstütze unsere Arbeit mit einem Werbefrei-Abo für die Seite: mixed.de/abo Oder einem Einkauf über unseren Amazon-Link (ohne Aufpreis für Dich): amzn.to/2Ytw5CN mit einem deaktivierten Werbeblocker oder einer positiven Bewertung bei iTunes, Spotify und Co. Danke! OpenXR verbreitet sich Der Programmierschnittstellenstandard OpenXR wird laut des Betreiberkonsortiums bei XR-Herstellern und -Plattformanbietern beliebter. Auch Facebooks Oculus implementiert OpenXR. Mit Unreal-Entwicklerprofi Robin Hasenbach sprechen wir über die Vor- und Nachteile des Standards und wie er der Industrie helfen kann. Mehr: https://mixed.de/openxr-rasche-umsetzung-seitens-der-industrie/ Oculus‘ Next-Gen-VR „fast fertig“ Mit Oculus Quest bedient Facebook derzeit den (vermuteten) VR-Massenmarkt. Aber dass ein neues Highend-Gerät für den PC nicht ausgeschlossen ist, zeigt ein Vortrag eines Facebook-Forschers auf einer wissenschaftlichen Fachkonferenz: Er bezeichnet Oculus‘ Highend-Prototyp Half Dome für den PC als "fast fertig". Was genau bedeutet "fast fertig" – und warum ist mehr und bessere Technik noch immer ein so wichtiges Thema bei VR-Brillen? Mehr: https://mixed.de/next-gen-vr-brille-von-oculus-fast-fertig/ Roomality: Holodeck oder Displayfantasie? Das irische Start-up Roomality Limited arbeitet an einem 3D-System, das virtuelle Welten am Bildschirm ohne Brille erlebbar machen soll. Mit Blick in die Zukunft könnte aus der Technologie eine Art Holodeck werden – glaubt das Startup. Christian sieht das anders. Mehr: https://mixed.de/3d-ki-system-roomality-in-drei-phasen-zum-holodeck/
Sources tell us Quest 2 has IPD adjustment, Frontpoint is a new AAA shooter, Oculus Store accepts OpenXR, and Onward got a rough port to Quest. Do graphics matter in VR?
The first standard-conformant implementations for OpenXR are finally shipping, LineageOS 17.1 has an unsupported build for the Raspberry Pi, Nextcloud gains a Forms feature, nano version 5 brings new features to the venerable text editor, Facebook releases PyTorch version 1.6, and Microsoft backs the Blender Foundation.
On sait depuis quelques temps à quoi ressemblera la prochaine console de Microsoft, la Xbox Series X mais il nous manquait des informations relatives à la Playstation 5. On a eu des infos sur cette console (ou plutôt ces consoles devrais-je dire), et notamment son design, mais également sur des jeux qui y seront disponibles ! Réagissez à l’émission en commentaires sur techcafe.frSoutenez Tech Café sur PatreonDiscutez avec nous et entre vous sur le groupe Telegram 2020, suite. Reconnaissance faciale : Microsoft et Amazon veulent pas balancer.Biden met la pression sur Facebook qui se prépare pour l’infocalypse les élections.Décret présidentiel : quatre sénateurs s’Ajit.J’ai sauvé des vies et vous aussi ! Et genre : beaucoup… Le Computex 2020 annulé.STOCKCOVID : nos IP sont loggées ou pas ? C’est compris dans le prix ? (Futur du) Jeux vidéo Future of Gaming : les jeux PS5 révélés !Future of Design : console et accessoires révélées ! Énorme. Dans tous les sens.Future of Humans : présentateurs en 3D, en viande ou en viande 3D ?Future of Reality : Valve et OpenXR.Future of Medoc : Endeavor RX, le premier jeu médicament ?Future of PC : le Gaming Show 2020.Future of Planning : pour y voir clair, le E3recap. Summer Game Fest de Steam En vrac Un nouveau kit Lego Mindstorm !Pas si OpenAI : GPT-3 sera un produit.Courageux mais pas téméraire, TSMC ne se battra pas pour Huawei.Les Allemands se secouent les puces.French connexion : pas de vérification d’âge par France Connect. Participants : Cassim Ketfi (@notcassim)Guillaume PoggiaspallaPrésenté par Guillaume Vendé
Steam announces the OpenXR developer preview! Humble releases a wheelie Bundle, Raspberry Pi 4 Vulkan updates, and open-source gesture support for your Logitech gaming gerbil.
Steam announces the OpenXR developer preview! Humble releases a wheelie Bundle, Raspberry Pi 4 Vulkan updates, and open-source gesture support for your Logitech gaming gerbil.
The first-ever Blender LTS is out with support for VR, the CNCF debuts a training program to convey students from novice to cloud professional in six months, the Matrix project previews peer-to-peer messaging, and Canonical introduces two developer tools.
Brave joins forces with the Wayback Machine, the Linux Foundation teams up with IBM to fight climate change, and The Document Foundation puts out a call to the community.
Is Linux gaming really being saved by Google's Stadia platform? We discuss the details and possibilities. Plus good news for KDE Connect users, Intel begins work on next-generation open source video drivers, and much more.
Is Linux gaming really being saved by Google's Stadia platform? We discuss the details and possibilities. Plus good news for KDE Connect users, Intel begins work on next-generation open source video drivers, and much more.
Is Linux gaming really being saved by Google's Stadia platform? We discuss the details and possibilities. Plus good news for KDE Connect users, Intel begins work on next-generation open source video drivers, and much more.
Everything Virtual - Your Source for Everything VR and Virtual Reality
In our continued coverage of VR at GDC 2019, Ronnie chats with Neil Trevett, VP of Developer Ecosystems at Nvidia and President of The Khronos Group. The Khronos Group recently announced that the first implementations of its OpenXR SDK were being published this week. Neil breaks down what OpenXR is and why creating an open API is critical in the current fragmented VR/AR market. Thanks for listening! --- Support this podcast: https://anchor.fm/everythingvirtual/support
Dans cet épisode, nous parlons longuement de sécurité, notamment sous le prisme de la Black Hat 2018, des cartes graphiques Nvidia avec architecture Turing et de l’actu tech de la semaine... Soutenez Tech Café sur Patreon Discutez avec nous sur Telegram Réagissez à l’émission sur techcafe.fr DEF CON / Black Hat 2018 L1TF ? WTF ? Trois nouvelles failles de sécurité dans les processeurs Intel.Retro hacking : les fax peuvent être piratés. Et prendre le contrôle du monde.EDF Bientôt menacée par des armées de frigo zombies ?Hacking de l’Echo : enfin un vrai mouchard dans votre salon.Des vulnérabilités dans SATCOM. Griller des gens à distance ? Check.Hacking de pacemaker : allons au coeur du sujet.Smarter than a fifth grader ? Un enfant de 11 ans pirate un site électoral.L’authentification par la voix ? Une vulnérabilité de plus...DeepLocker : IBM applique son savoir faire IA au hacking.Les voitures intelligentes plus sûres que les voitures idiotes. Universal Turing Machines Tesla, un magnétisme irrésistible... NVIDIA est vert : Tesla veut des puces maisons dans ses voitures.Pétrodollars : Tesla quitterai le marché public grâce à des fonds Saoudiens. Raytracing et Deep Learning : c’est Turing ! NVIDIA présente sa nouvelle architecture GPU Turing.Les premières Quadro pour la fin de l’année. Pour deux PEL pièces. OKLM, Khronos Group finalise NNEF et montre openXR. Trop BI1.ARM > Intel ? Bientôt ?Samsung investit massivement dans … tout !En attendant la prochaine Galaxy Watch, une Tizen et au lit.Multipass : après Apple Pay... Apple Passeport ?A votre santé ! Apple cherche à créer ses propres puces pour mieux vous monitorer. En bref Faits alternatifs Oui mais non mais oui : Alex Jones finalement filtré sur Twitter, et sur des blogs Wordpress également.La fondation Anne Frank demande le retrait de pages négationnistes à Facebook.Microsoft menace de débrancher Gab.D’ailleurs Gab, Hatetreon et Pewtube n'arrivent pas à se financer…85% des américains pensent que les plateformes ne luttent pas efficacement. Mieux que le contrôle parental ? Le coffre fort !Magic Leap One est lancé. Mais pas trop loin.188 rats + du sang de soja + un burger = un PETAge de plomb. Bonus GPP : Charmant, touchant, dépaysant et traumatisant, c’est Made in Abyss. Participants : Guillaume PoggiaspallaPrésenté par Guillaume Vendé
Research VR Podcast - The Science & Design of Virtual Reality
Az is joined by Vasanth Mohan and Hassan Karaouni, founders of the popular educational Youtube channel, FusedVR. We discuss the Logitech VR keyboard, OpenXR initiatives, problems with WebVR, as well as learning how to be a VR developer! Recorded: Nov, 2017