Gear VR platform usage by phone. WTF is "Other"?pic.twitter.com/Uud9RjaaY8
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Gear VR platform usage by phone. WTF is "Other"?pic.twitter.com/Uud9RjaaY8
Oculus Go is basically as phone, but the glass and LTE radio an other boys are gone to make heat and battery nice.
Instead of limiting the eye buffer to 1024x1024 like they did on the Gear VR, Oculus is using Fixed Foveated Rendering to make the display nicer in Oculus Go. Very difficult to see the blurs in the display, apparently.pic.twitter.com/XiYxQMGWiM
CPU clock rates on the Snap 821 in Oculus Go is capable of going be "much better" than on a traditional mobile device. Headset will also be capable of 72FPS, instead of the 60 ceiling on Gear VR.
72hz means the display can be brighter and more vibrant. Lots of Gear VR apps can already handle this bump, but devs have to request it when porting to Go.
Ruth Bram on stage now, talking about funding for developers who build to make VR a daily activity. Oculus wants people to want to put the headset on every day. Social, replayability, and competition are the focuses.
Anshar Online, Catan VR, and They Suspect Nothing are all games Oculus is launching based on these goals
Santa Cruz time. Also has 72hz refresh. 4 cameras on front. 6DoF controller and headset. Looks like a higher end Oculus Go now.
Oculus sees Santa Cruz as "almost a VR console" with a focus on heat management at all costs to bump performance.
Santa Cruz controller evolution. Devs asked for Touch-like button setup instead of the tech pad in the prototypes from OC4pic.twitter.com/DGKnyJkDhs
That's it for now, more later!
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