Guy Godin

@VRDesktop

Developer of Virtual Desktop for Oculus Rift, HTC Vive, Valve Index, Windows Mixed Reality. Hard at work on the mobile version for Oculus Go/GearVR/Quest

Vancouver, British Columbia
เข้าร่วมเมื่อ กันยายน 2557

ทวีต

คุณได้บล็อค @VRDesktop

คุณแน่ใจหรือไม่ว่าต้องการดูทวีตเหล่านี้ การดูทวีตเหล่านี้ไม่ถือเป็นการยกเลิกการบล็อค @VRDesktop

  1. ทวีตปักหมุด
    26 พ.ย. 2561

    High quality, low latency streaming of your desktop is now possible! Virtual Desktop for and is launching this Thursday, November 29th! Check out the full trailer here:

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  2. 9 ธ.ค.
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  3. ได้รีทวีต
    30 พ.ย.

    How Well Does Google Stadia Work in VR? Testing it with Oculus Quest & Virtual Desktop 1.8

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  4. ได้รีทวีต
    26 พ.ย.

    Startup Help: The top app on is We NEED this on the Oculus store. How do we make that happen ?

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  5. 24 พ.ย.

    I clearly indicate the computer requirements in the app description and on my website but some users will give a 1 star review because their computer doesn’t meet them. This is quite frustrating..

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  6. 23 พ.ย.

    I find image quality on Link to be worst than Virtual Desktop’s foveated encoding solution. Latency is very similar, however the tracking is smoother on Link because it has access to ATW on the PC runtime. I wish Oculus had a driver API on PC

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  7. ได้รีทวีต
    21 พ.ย.

    We're thrilled to announce Half-Life: Alyx, a new full-length entry in the Half-Life series, built by Valve for VR. Return to Half-Life in March 2020. Pre-purchase now on Steam.

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  8. 21 พ.ย.

    Lots of users are posting image quality comparisons between Rift S and Oculus Link. But they are comparing them through a compressed video... this is not accurate!

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  9. ได้รีทวีต
    18 พ.ย.

    We’re excited to unveil Half-Life: Alyx, our flagship VR game, this Thursday at 10am Pacific Time. Can’t wait to share it with all of you!

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  10. 17 พ.ย.
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  11. 14 พ.ย.

    This is right after talking about the last Terminator movie 🤔

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  12. 10 พ.ย.

    Mobile version 1.8 is now available! Huge improvements to VR streaming image quality and latency through foveated encoding (similar to AADT in Oculus Link). Also adds optional sliced encoding to reduce latency even more. All of this works on Quest, Go and GearVR. Enjoy!

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  13. 9 พ.ย.

    It might be a sign that I’m obsessed with optimizations when I try to pipeline the various steps of making coffee in the morning...

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  14. 12 ต.ค.

    . It looks like only the first AndroidSurfaceSwapChain gets updated each frame. Is it possible to have more than one or is the limit by design?

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  15. 9 ต.ค.

    Mobile Update 1.6 is now live! It features a new VR keyboard with dictation, improved VR streaming with the sideloaded version and lots of small improvements. Enjoy!

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  16. 6 ต.ค.

    If you sideloaded Virtual Desktop on your Go or Quest, the latest Oculus OS update will incorrectly say that an update is available for the app. You can ignore the notification.

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  17. 2 ต.ค.

    Is remote rendering with Oculus Link sending cylindrical and quad timewarp layers separately from the eye buffers and then compositing them on the headset or is it pre-compositing them ? Haven’t seen this mentioned when comparing quality with Rift S

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  18. 27 ก.ย.

    I look forward to integrating this in any case as I’m sure the tracking quality will only get better with time. Virtual Desktop already uses multi-touch input in Windows so having the ability to interact with your desktop with all 10 fingers will be amazing! (2/2)

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  19. 27 ก.ย.

    My experience with the new hand tracking on Quest wasn’t as great for me as some folks claimed. There seems to be variability in the quality of the experience which is to be expected at an early stage with hardware that wasn’t designed for this... (1/2)

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  20. ได้รีทวีต
    27 ก.ย.

    Hey everyone! The Connect 6 Indie Developer Lounge is starting at 6pm at the Hyatt across the street from the Convention Center. Hope to see you all there! Note: please excuse being very on-brand. – ที่ Hyatt Place San Jose /Downtown

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  21. 18 ก.ย.

    Couldn’t agree more. I’ve spent lots of time to optimize on Quest and don’t have to use FFR at all.

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