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2. Breakthrough in Volumetric Video Previous attempts were inconsistent because each frame had to be a new mesh. But Gaussian Splats solve this. It's not only temporally consistent, 60 fps, smaller in filesize but also allows infinite frame retiming. Seeing it in VR at the booth was like an...

15,627 просмотров • 10 месяцев назад •via X (Twitter)

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 просмотров • 5 месяцев назад

Exclusive first look at Orbit. What is it? It's a new kind of brain/computer interface. It stimulates your brain from outside of your head, so no surgery needed like a Neuralink requires. This is a prototype, but they are building much smaller patches that will stick behind your ears. So, you'll wear them while in a new kind of AI-driven headset. You'll see many of those announced next year. These will be ready for 2026, so not a product you can buy right now, but should only cost a couple of hundred dollars at retail. What does it do? It messes with both your own motor system and how you feel about things while experiencing new realities in, say, a VR headset. When I got to wear it I felt myself leaning to the left or right. I could control that myself, or someone else (or an AI) could control me too. One mode made my body wig out, felt like a wave was going through my body. Sounds scary, but will enable a whole new range of VR/AR experiences that won't be possible without it. This has deep implications for how you feel when playing games, for instance. It also should be able to finally solve the "VR nausea" many feel when inside a VR headset. I filmed this on my Apple Vision Pro. If you have one I'll post a link to the 3D version of this video so you can enjoy there. A new kind of video of a new kind of device. My main reaction? Wow. Here is founder Steven Pang explaining it to me and giving me first press demo.

Robert Scoble

207,997 просмотров • 1 год назад