written by Ian Hamilton (@hmltn) issue 78 — July 27, 2016

SIGGRAPH Narrows Focus On Pro VR

The computer graphics industry is gathered in Anaheim this week to learn about the latest advances, and the conference boasts a major display of professionally-focused VR technologies. Collaborative experiences were shown at a number of booths in an effort to demonstrate the time and money savings some companies might realize by viewing prototypes in VR.

NVIDIA and AMD debuted a suite of new graphics cards, some of which have immense potential for VR creation. NVIDIA’s research arm debuted a new foveated rendering technique pitched as being virtually unnoticeable using SMI eye tracking technology. Oculus Research showed a gloveless haptic system that gives you the impression that a ball is bouncing on a table at a specific spot.

New 3D File Format Could Power The Metaverse

John Carmack threw his support behind the new glTF format from Khronos Group, the standards body behind OpenGL and Vulkan. Both Carmack and the co-editor of the format suggested it could help realize science fiction’s interconnected 3D “metaverse”. Carmack explains:

“The world has long needed an efficient, usable standard for 3D scenes that sits at the level of common image, audio, video, and text formats. Not an authoring format, or necessarily a format you would use for a hyper optimized platform specific application, but something at home on the internet, capable of being directly created and consumed by many different applications.”

Current solutions like COLLADA or FBX can take a long time to download and parse into a 3D scene. There are also often compatibility issues when moving these formats between apps. glTF will offer improved compression and simplicity for end users, who can treat it like a standard image file format like JPEGs.


A post on Medium explores methods for simulating weight in VR that have been put through user testing.


A video by actor Terry Crews shows how he uses VR with his family.


VR developers Kite and Lightning raised $2.5 million to build out a growing universe for their game Bebylon: Battle Royale.


VR Scout produced a 1-minute video looking at the San Diego Comic-Con VR demos.


MIT Technology Review featured AppliedVR’s application of virtual reality to the hospital setting to reduce pain and anxiety in patients. VR Digest publisher Studio Transcendentpartnered with AppliedVR to create its Guided Relaxation and Feeding Frenzy (pain management) applications, and the two companies are continuing to work closely together to fulfill AppliedVR’s mission of improving patient outcomes with virtual reality.


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