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There's no way around it. Virtual reality gaming is heading our way (despite some folks' opinions to the contrary). A ton of companies are currently working on fancy head gear and we've seen announcements about the Carl Zeiss VR One, Samsung Gear VR, Sony Morpheus, Oculus Rift and even Google's cr

22 days ago 0 Comments
November 5, 2014 at 8:25PM
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Coming from the man who created Terminator and Avatar, two of the most highly recognized sci-fi franchises, you'd think James Cameron would be excited about the rise of virtual reality in the past couple of years. But not so fast. Yesterday, during an interview at the WSJD Live conference, Cameron

29 days ago 0 Comments
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Now that the new Oculus Rift is in customers' hands, the Facebook-owned VR company has been working even harder on things like its SDK. With the latest release, version 0.4.1, the SDK now officially supports OS X computers. In other words, this means Oculus Rift owners can start using their Mac de

3 months ago 0 Comments
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Yes, we're all excited to get our hands on the consumer version of Oculus' VR gear, but that doesn't mean that the company doesn't take too kindly to scalpers offering dev kits ahead of time. After banning any orders from China after resellers tried to buy them at extreme rates, the Facebook-owned

4 months ago 0 Comments
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You might say the day is never really done in consumer technology news. Your workday, however, hopefully draws to a close at some point. This is the Daily Roundup on Engadget, a quick peek back at the top headlines for the past 24 hours -- all handpicked by the editors here at the site. Click on t

6 months ago 0 Comments
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We're not sure there was ever much doubt, but the US government has given the thumbs up to Facebook's $2 billion purchase of Oculus VR. The Federal Trade Commission examined the deal and found that it would not violate American antitrust laws. Now with most of the regulatory hurdles cleared, the f

7 months ago 0 Comments
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Think virtual reality is the exclusive playground of the PC gaming elite? It doesn't have to be. Oculus VR's Nate Mitchell says it's a matter of development support and interest. \"Basically, the bar for a great VR experience is roughly 60 frames a second with stereoscopic 3D support in Vsync,\" sai

1 year ago 0 Comments