Introducing Stereo Shading Reprojection for Unity

New article on the Oculus Blog:

TL;DR: We are introducing a new technique to optimize VR rendering by reprojecting rendered pixels from one eye to the other eye, and then filling in the gaps with an additional rendering pass. In our Unity sample, this idea has proven to work very well for pixel shader heavy scenarios, saving up to 20+% GPU cost per frame for our test scene. It is also very easy to integrate into your own Unity projects. 

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TPCAST REVIEW – SHOULD YOU BUY IT? | HTC Vive Wireless Virtual Reality

The following a 42 minute detailed video review of the TPCAST wireless add-on for the HTC Vive.  If you’re trying to figure out if it’s worth it, you should check it out.


It´s time for a FULL TPCAST REVIEW with in-depth analysis, wireless VR gameplay tests and my own conclusions. After 2 weeks of using wireless Virtual Reality with TPCAST for HTC Vive, I feel ready to do a full review of TPCAST, listing all the pros & cons I could find, and giving you my honest final opinion if you really should buy it.

TPCAST is an accessory for HTC Vive headsets, making it possible to play Virtual Reality games and applications over a wireless 60 Ghz network. Ever since my TPCAST unboxing & installation video for about 2 weeks ago, I have been testing dozens of VR games and stress testing the TPCAST as much as I could.

Researchers Showcase Impressive New Bar for Real-time Digital Human Rendering in VR

MEETMIKE is the name of the VR experience being shown at this week at SIGGRAPH 2017 conference, which features a wholly digital version of VFX reporter Mike Seymour being ‘driven’ and rendered in real-time by the real life Seymour. Inside the experience, Seymour is to play host, interviewing industry veterans and researchers inside of VR during the conference. Several additional participants wearing VR headsets can watch the interview from inside the virtual studio.

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Measuring the Effective Resolution of Head-mounted Displays

This is a link to a blog that has some of the best analytical and useful technical data on understanding the nuances of how Lenses, Optics and Displays impact the implementation of VR HMDs.   There’s are lots of useful articles in his blog and if you’re looking to understand better some of the technical and engineering aspects of VR, I highly recommend you check it out.

In the latest post, he describes a nice systematic way of measuring the effective resolution of HMDs and trying to remove as much perceptual bias as possible.

Link here:

Google Blocks lets you make gorgeous low-poly VR art

Google’s latest virtual reality app lets users build colorful 3D models in VR, and it’s out today for free on the Oculus Rift and HTC Vive. Google Blocks is supposed to be intuitive enough for newcomers to use, but full-featured enough to support making artistically compelling models, like the ones Google has collected in an online gallery. Users can export objects and make them viewable online, or they can put them in 3D scenes inside and outside virtual reality. On Google’s site, visitors can even spin objects around to create downloadable animated GIFs.

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