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Lasertag's developer implemented continuous scene meshing on Quest 3 & 3S, eliminating the need for the room setup process and avoiding its problems. Details here:

89,250 次观看 • 1 年前 •via X (Twitter)

11 条评论

Ben Pielstick 的头像
Ben Pielstick1 年前

This is how it should have worked in the first place. I assumed it didn't due to performance limitations. We really should have more native MR spatial apps rather than using it for virtual flat screens and tech demo gimmicks.

PowerBeatsVR 的头像
PowerBeatsVR1 年前

Box, dodge, and squat your way through PowerBeatsVR - Now 40% OFF on Meta Quest for a limited time 🔥

Biggs ᯅ 的头像
Biggs ᯅ1 年前

Clever solve!

BoKnowsGaming 的头像
BoKnowsGaming1 年前

That’s VERY cool, but I bet it kills the battery quick. 🪫 Have they said?

angturil 的头像
angturil1 年前

Genuinely cool. A lot of potential for this - though we'll probably need a generation or two of hardware.

Huw Prosser 的头像
Huw Prosser1 年前

passthrough api is unlock

Ghwst VR 的头像
Ghwst VR1 年前

That's freaking cool

Tobias 的头像
Tobias1 年前

I love it! Don't care if I lose battery life for this.

∀ɯɹo oɹɯ∀ 的头像
∀ɯɹo oɹɯ∀1 年前

With ongoing advancements in processing power, human-environment interaction systems are increasingly expected to rely on OpenCV-based computer vision. This mirrors Tesla’s approach to Full Self-Driving (FSD), which prioritizes camera-based perception over alternative sensors.

Bo₭3ЯꝋꞥVR® 的头像
Bo₭3ЯꝋꞥVR®1 年前

en el video se ve que rebota en la silla pero ¿y cuando retira la silla? trackea en tiempo real o no?

MattB 的头像
MattB1 年前

Wow

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