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Playtonic Games Presents Yooka-Replaylee Extended Gameplay Featurette

Remastered, remade, remixed, this is the definitive version of Yooka-Laylee! With shiny, new 4K graphics and visual effects, a brand-new control scheme, entirely new moves and the ability to swiftly chain moves together, it's a quicker, slicker platforming experience. Yooka-Replaylee builds on our nearing 10 years of growth and experience since making Yooka-Laylee, as well as taking on board a whole bunch of community feedback over the years. It's jam-packed with brand new content that we think platforming fans new and old will love! Each world in Yooka-Replaylee has been expanded by default, no longer requiring players to do that themselves, giving us the opportunity to fill each world with new challenges, new collectibles, and new THINGS added to every corner!

Quills!
Quills have new purpose in Yooka-Replaylee! Now, each world has its own Quill colour, and with all of Yooka & Laylee's abilities now unlocked from the start, Trowzer has had to up his game and provide some new goodies! Quills can be traded to Trowzer for things like level exclusive cosmetic items and health/energy upgrades!

Google Making Vulkan the Official Graphics API on Android

We're stepping up our multiplatform gaming offering with exciting news dropping at this year's Game Developers Conference (GDC). We're bringing users more games, more ways to play your games across devices, and improved gameplay. You can read all about the updates for users from The Keyword. At GDC, we'll be diving into all of the latest games coming to Play, plus new developer tools that'll help improve gameplay across the Android ecosystem.

We're sharing a closer look at what's new from Android. We're making Vulkan the official graphics API on Android, enabling you to build immersive visuals, and we're enhancing the Android Dynamic Performance Framework (ADPF) to help you deliver longer, more stable gameplays. Check out our video, or keep reading below.

Moon Studios Showcases "No Rest for the Wicked" Huge Content Update

The wait is over! Our second Wicked Inside is complete. Join us; for an exclusive deep dive into the new content, features and improvements in The Breach Update as well as everything coming next for "No Rest for the Wicked." There are a few surprises along the way! Let us know what you think!

The Breach—our biggest update
You wanted more of our campaign, you wanted more story, more zones to play in, more enemies, more bosses… in short: more of everything. And that is exactly what we have been focusing on. The Breach will be launching on the 30th of April 2025. Watch our latest showcase for the detailed updates and fixes.

Two Point Museum Out Now, Devs Showcase Reviewer Accolades

AAAAAAAAAAA TODAY'S THE DAY! Welcome, esteemed guests of Two Point County! This is the official Grand Opening of Two Point Museum. If you have the base game and want to upgrade to include the Explorer Edition themed content... you still can! Behold! Two Point Museum, the latest management sim where you can curate and design an actual museum. Here's what you need to know...TL;DR: Dive into the world of museum management, designing and curating the ultimate guest experience. Two Point Museum is museum management… at its silliest / best.

Exhibit A: Exploring for Artefacts
As Curator, the design and management of your expanding museum is in your hands. Send your team of partially trained experts on expeditions in search of rare and mostly well-preserved artefacts. When (and hopefully not if) your experts return from their adventure, proudly display their fantastic finds in your ever expanding museum. As you progress through the game, unlock new locations as you decide where the next adventure takes you. Whether you're digging for dinos in the Bone Belt, growing your increasingly carnivorous collection of plants (watch out for the Chomper!), sensing spooky vibes in Wailon Lodge or searching for the long-lost civilization of Wetlantis, Two Point Museum has something that every aspiring-curator will be interested in.

Knights in Tight Spaces Out Now on PC

Finally, the doors are open. Arm yourself and sharpen your wits: It's time to get medieval. Welcome to Knights in Tight Spaces! Control your environment, gather your party, and build your best deck to overcome outlaws and supernatural forces, across a rich fantasy world. Watch as your tactical choices and deckbuilding prowess play out through stylish fight sequences. Knights in Tight Spaces is a turn-based tactical game in the same universe as Fights in Tight Spaces. It is a standalone title that sends us back to medieval times, building on the much-loved gameplay in new and dynamic ways.

We are eager to read about your tactics, combos and tips, so come to our Discord server and join the Games in Tight Spaces community. What's your favorite character? Have you discovered any cool team strategy you want to share? If you want to deep-dive into our worldbuilding, remember you can also get the OST and an artbook with exclusive developer commentary.

Two Point Museum Available Now via Advanced Access, Devs Reveal Twitch Integration & Freebies

AAAAAAAAAAA TODAY'S THE DAY! Welcome, esteemed guests of Two Point County. Today is the official Grand Opening of Two Point Museum—for those who have purchased the digital Explorer Edition! If you have any questions, take a peek at the community discussion pinned FAQ. We might have already provided the answers you're looking for! Best of luck in your museum curation journey!

If you're enjoying the game, we would appreciate it if you could leave us a review! It truly makes a big difference, and we'd love to hear your thoughts. If you need a break from managing mayhem, or if you're waiting for 4th March's release, we've got a load of activity going on today AND over the weekend. Sit back and chill and watch your favorite streamers on Twitch to earn drops, more info below...Happy curating!

Ubisoft Adds Steam Achievements to Swathe of Assassin's Creed Games

Ubisoft recently, and after a long period of reluctance, decided to add Steam achievements to some of its Assassin's Creed games it had launched on Steam. This comes shortly after Ubisoft launched Assassin's Creed Mirage to Steam with achievements already baked-in. Now, Assassin's Creed Unity, Black Flag, Revelations, and Syndicate all join AC Mirage in the Steam Achievements family. Putting the cherry on top of the achievement pie, any achievements already earned while playing the Steam versions of these Assassin's Creed games will retroactively apply to your Steam account.

The recently added Steam achievements are all pretty standard fare, with each game getting in the neighborhood of 50-60 achievements, except for AC Revelations, which only has 48 achievements. Where Ubisoft previously almost spitefully neglected its Steam audience, with many Assassin's Creed and other AAA games only coming to Steam long after their initial launch—largely without support for achievements and other advanced features—the game developer has seemingly realized the value of Steam as a platform.

"Twinsen's Little Big Adventure" Development Transferred to Unity Engine

2:21, a French development team is well versed in Unreal Engine 5-based games development—as of last year they were in the process of utilizing Epic's tech to remake Adeline Software's classic duo of Little Big Adventure (1994) and Little Big Adventure 2 (1997), as well as a now cancelled series reboot. Following on from recent-ish good news—regarding a new publication deal—CEO Ben Limare has announced that his team is moving away from UE5: "In June 2023, you experienced an initial prototype on Proxima Island, developed in a short time by a small team. Despite its imperfections, this prototype was a crucial springboard for engaging with you and understanding your expectations. This prototype was built using Unreal Engine 5, with an almost manual reconstruction of the island. Faced with the challenge of replicating this method for a larger world in a limited time, we opted for a complete overhaul of the game, based on new foundations."

Limare revealed to long-term fans that development of "Twinsen's Little Big Adventure" has already quietly transferred over to the Unity Engine—a strange choice given last year's fallout over "Runtime Fees." Unity Technologies is not winning any popularity contests in modern times—CEO John Riccitiello resigned last October, during payment plan upheavals. 2.21 developers did their very best to carry on with UE5, but legacy code demanded a pivot to a compatible foundation. Limare has roped in another Adeline Software veteran: "The answer lies in the work of Sébastien Viannay, a developer on the original games, as well as the mobile port. It was during the work on the latter that Seb developed a small tool to setup the pathfinding—that is, the ability to tap a point on the screen and have Twinsen follow that direction. This tool interprets the original game's data to reconstruct the level and identify obstacles."

Unity CEO Steps Down After Engine Runtime Fee Plans

Unity CEO John Riccitiello is stepping down as president, CEO, chairman, and board member, effective immediately. The decision comes weeks after a big backslash from developers and community due to the announced Runtime Fee plans for the Unity game engine. John Riccitiello was Electronic Arts CEO from 2007 to 2013, after which he joined Unity as a board director in 2013 and became CEO in 2014, holding the position for over nine years.

"It's been a privilege to lead Unity for nearly a decade and serve our employees, customers, developers and partners, all of whom have been instrumental to the Company's growth," he said in a statement provided by Unity. "I look forward to supporting Unity through this transition and following the Company's future success," he added.

Unity to Start Charging Per-Installation Fee with New Business Model Update

Unity is introducing some notable changes to its pricing and service offerings, slated to take effect on January 1, 2024. The new Unity Runtime Fee will be based on the number of game installs at the heart of these changes. This fee will apply every time an end user downloads a qualifying game. Unity believes this initial install-based fee allows creators to retain the financial benefits of ongoing player engagement, unlike a model based on revenue sharing. The company clarifies that the fee refers explicitly to the Unity Runtime, part of the Unity Engine that enables games to run on different devices. Additionally, these changes are not going to be not retroactive or perpetual. Instead, all fees will start counting on January 1, 2024. The fee will apply once for each new install and not an ongoing perpetual license royalty, like revenue share.

However, the new Unity Runtime Fee comes with specific thresholds for revenue and installs, designed to ensure that smaller creators are not adversely affected. For Unity Personal and Unity Plus, the fee applies only to games that have generated $200,000 or more in the last 12 months and have a minimum of 200,000 lifetime installs. For Unity Pro and Unity Enterprise, the fee kicks in for games that have made $1,000,000 or more in the last 12 months and have at least 1,000,000 lifetime installs. The table below shows which Unity accounts pay what fees, with costs ranging from $0.2 per install after the first 200,000 installs. After one million installs, each new install starts at $0.15 and $0.125 for Unity Pro and Unity Enterprise, respectively. As the game gains traction, install fees decay, as shown in the table below.

Update 15:36 UTC: Unity issued a statement on company's Twitter/X account that promises changes in the couple of days.

NVIDIA Key Player in Creation of OpenUSD Standard for 3D Worlds

NVIDIA joined Pixar, Adobe, Apple and Autodesk today to found the Alliance for OpenUSD, a major leap toward unlocking the next era of 3D graphics, design and simulation. The group will standardize and extend OpenUSD, the open-source Universal Scene Description framework that's the foundation of interoperable 3D applications and projects ranging from visual effects to industrial digital twins.

Several leading companies in the 3D ecosystem already signed on as the alliance's first general members—Cesium, Epic Games, Foundry, Hexagon, IKEA, SideFX and Unity. Standardizing OpenUSD will accelerate its adoption, creating a foundational technology that will help today's 2D internet evolve into a 3D web. Many companies are already working with NVIDIA to pioneer this future.

V Rising: Secrets of Gloomrot Out Now, Stunlock Studios Publishes New Content Patch Notes

IT'S ALIVE! The first major content update for V Rising, Secrets of Gloomrot, is available to play RIGHT NOW! Build bigger and better than ever before! Multi-level castles give you new and here-to-for unequaled freedom in creating the Vampire lair of your dreams in our dark fantasy open world. Build a rock-solid war stronghold, a sprawling citadel of towers, or a gorgeous mansion!

HUNT more powerful and diverse enemies than ever, with a wide array of new weapons of war. Unload black-powder death with the dual pistols, play the executioner with the hulking greatsword, and command thunder and lightning. Modify your spells with the new jewels. So rise from your coffins, Vampires! Gather your clan and delve into the poisoned valleys and thunder-scarred peaks of Gloomrot!

V Rising: Secrets of Gloomrot Expansion Out Next Month

Secrets of Gloomrot is a free V Rising expansion coming May 17th. Enter a massive new zone with two unique areas twisted in the pursuit of cruel science and raise your multi-level castle. Navigate polluted valleys and lightning-scorched highlands to face the mutated experiments and mechanical wonders spawned from the twisted imaginations of the Trancendum. Travel to the heights of Gloomrot and face their greatest creation - the ultimate weapon of war.

Delve Into the Realm of the Brilliantly Insane
A little taste of what is to come this May 17th, when V Rising will be updating with its first major content patch. Leap into battle upon your vampiric steed to cut down your foes. Travel new lands harrowed by experiments and pollution. Face new foes with new tools at your disposal. Seize the power of lightning, and meet science with Vampire sword and sorcery when you tangle with the master of Gloomrot, Doctor Henry Blackbrew.

Unity Shows Games Powered by Its Development Platform at GDC 2023

Unity, the world's leading platform for creating and growing real-time 3D (RT3D) content, will return to the Game Developer Conference (GDC) this year with a focus on celebrating the achievements of its developer community. Unity will spotlight 16 games across various platforms, from studios around the world at the Unity booth (#S327). Each title is made with Unity and uses Unity's platform and services to push the creative, experiential and visual limits of their games. Additionally, Unity will share more about its future open AI ecosystem that millions of Unity creators will be able to integrate into their existing workflows to deliver immersive games and experiences to billions of users around the world.

GDC attendees can visit the Unity booth to get hands-on with some of the most unique and visually arresting games that are either available now or in development: FEROCIOUS is a breathtaking survival shooter developed by designer Leonard Saalfrank who used Unity's High Definition Render Pipeline (HDRP), Shader Graph, and VFX Graph to deliver a mysterious world, rich with lush environments, stunning seascapes and terrifying creatures. One of the most authentic boxing games, Undisputed, will also be spotlighted. Developed by Steel City Interactive, the game pushes the limits of Unity's HDRP and Animation Rigging to create stunning visuals and bone-jarring action and also leverages Unity Gaming Services' Game Server Hosting and Matchmaker.

HaptX Introduces Industry's Most Advanced Haptic Gloves, Priced for Scalable Deployment

HaptX Inc., the leading provider of realistic haptic technology, today announced the availability of pre-orders of the company's new HaptX Gloves G1, a ground-breaking haptic device optimized for the enterprise metaverse. HaptX has engineered HaptX Gloves G1 with the features most requested by HaptX customers, including improved ergonomics, multiple glove sizes, wireless mobility, new and improved haptic functionality, and multiplayer collaboration, all priced as low as $4,500 per pair - a fraction of the cost of the award-winning HaptX Gloves DK2.

"With HaptX Gloves G1, we're making it possible for all organizations to leverage our lifelike haptics," said Jake Rubin, Founder and CEO of HaptX. "Touch is the cornerstone of the next generation of human-machine interface technologies, and the opportunities are endless." HaptX Gloves G1 leverages advances in materials science and the latest manufacturing techniques to deliver the first haptic gloves that fit like a conventional glove. The Gloves' digits, palm, and wrist are soft and flexible for uninhibited dexterity and comfort. Available in four sizes (Small, Medium, Large, and Extra Large), these Gloves offer the best fit and performance for all adult hands. Inside the Gloves are hundreds of microfluidic actuators that physically displace your skin, so when you touch and interact with virtual objects, the objects feel real.

Qualcomm Announces Snapdragon Spaces XR Developer Platform

Qualcomm. introduces Snapdragon Spaces XR Developer Platform, a headworn Augmented Reality (AR) developer kit to enable the creation of immersive experiences that seamlessly blur the lines between our physical and digital realities. With proven technology and an open, cross-device horizontal platform and ecosystem, Snapdragon Spaces delivers the tools to bring developers' ideas to life and revolutionize the possibilities of headworn AR. Snapdragon Spaces is in early access with select developers and is expected to be generally available in the Spring of 2022.

Qualcomm Technologies is a pioneer in Augmented Reality with over a decade of AR research and development. Utilizing these years of innovation and expertise, Snapdragon Spaces offers robust machine perception technology that is optimized for performance and low power for the next generation of AR glasses. The Snapdragon Spaces platform provides environmental and user understanding capabilities that give developers the tools to create headworn AR experiences that can sense and intelligently interact with the user and adapt to their physical indoor spaces. Some of the marquee environmental understanding features include spatial mapping and meshing, occlusion, plane detection, object and image recognition and tracking, local anchors and persistence, and scene understanding. The user understanding machine perception features include positional tracking and hand tracking.

Unity Game Engine to Feature NVIDIA DLSS Integration by the End of 2021

NVIDIA and Unity have announced that they're working on seamlessly integrating the green company's DLSS technology into the Unity game engine, thus allowing developers to more easily enable the technology on their development efforts. This is a sign of NVIDIA's power in the gaming arena - the company is actually leading engine makers to integrate its proprietary, RTX-only technology on their game engines. That is sure to give a boost to DLSS adoption throughout the industry - but of course, whether or not that's what would be best for consumers and gamers is very much up for debate.

NVIDIA said that native DLSS support would reach Unity through the High Definition Render Pipeline (HDRP) in the Unity 2021.2. release "before the end of 2021." That means there's still work to be done; however, we have to take into account that this is the second developer of a widespread game engine to adopt the new NVIDIA porprietary technology, after EPIC integrated DLSS into a plugin for its famous (and industry-wide) Unreal Engine. A strong victory for NVIDIA - should developers actually use the plugin instead of AMD's still-coming FidelityFX Super Resolution, which is supposed to be hardware agnostic, and enable the technology for millions of current-gen consoles at the same time. Check after the break for a video announcement.

Unity Releases 2020 Gaming Benchmark Report

Unity, the world's leading platform for creating and operating real-time 3D (RT3D) content, today released the 2021 Gaming Report: Unity Insights from 2020 and Predicted Trends for 2021, which provides a comprehensive look at how gaming changed for both players and creators one year into the pandemic. With more than 2.8 billion monthly active consumers of content created or operated with Unity solutions, this report represents the largest dataset on COVID-19's impact on gaming. For a free copy of Unity's 2021 Gaming Report, please visit this page.

"It's still too early to tell if changed habits will become the new norm once the pandemic is over, but given our understanding of past player behavior changes, it would be surprising to see many players revert," said Ingrid Lestiyo, Senior VP and General Manager, Operate Solutions, Unity. "In a year where online entertainment content - more than ever - became the cornerstone of social connections for so many when seeking a semblance of normalcy, Unity Operate Solutions was there to provide reliable, scalable solutions that helped keep the experiences connected and players engaged. Our amazing creators are here for that reason, and our mission is to enable them to focus on, and produce more, content with the technology we provide. While the nature of work may have changed for many game studios over the last year, the tools that help to power their success continued to deliver results that kept players happy, and revenue for developers of all sizes growing."

Unity Technologies Releases COVID-19 Consumer Gaming Report

The novel coronavirus (COVID-19) has forced immediate, profound lifestyle shifts for consumers around the world, many of whom have turned to gaming for much-needed distraction and social connections. According to a new report released today by Unity Technologies, the world's leading platform for creating and operating interactive, real-time 3D (RT3D) content, there has been an increase of nearly 50% in daily active users of HD games due to COVID-19. The report's findings stem from a cross-platform study focused on COVID-19's impact on consumer gaming for the period from January 1 to mid-May 2020 as compared to the same period in 2019, including an analysis of player behaviors in games, and how games have thus far proven to be stable revenue generators during a global economic crisis.

The data in the report was sourced globally from mobile games that deploy Unity's monetization platform as well as games made with Unity for PC and mac OS, Android, and iOS, and Unity's deltaDNA which provides sophisticated player engagement tools for game-makers powered by deep data analytics. Unity Ads are seen by more than 114 million end users every day.

Pull the Plug on Unity Engine Telemetry with This Utility Under Development

Unity Engine powers a lot of games across platforms. The game engine includes a telemetry module that dials home every few minutes (depending on the game), pushing usage data and crash reports (if any). Some games, such as "Kerbal Space Program," allow you to opt-out from this telemetry, but even then the engine is known to dial home at game startup and at longer intervals, with far less amount of data.

TechPowerUp Forums member by the night and software developer by the day "R-T-B" created a nifty utility that can modify your game to completely strip it off Unity Engine telemetry, called UnityAnalyticsKiller. "Stop spying on my kerbals," reads the utility's GitHub page, describing UnityAnalyticsKiller as a game library replacement along with a ReadMe with some basic instructions. You can also inspect its source and build it by yourself if you're curious. R-T-B invites gamers and developers to test the utility and offer feedback in the TechPowerUp Forums thread here.

DOWNLOAD: UnityAnalyticsKiller by R-T-B

Teslasuit, the Full Body Haptic Feedback VR Suit, Wins the Red Dot Design Award

If you've heard of Teslasuit, you've likely felt some sort of interest towards it. As well you should: the ideal of a full body suit with haptic feedback for VR experiences is enough for some of us - at least those with the hero, "I'll never get hit by any bullet" complex. Add to the full body haptic feedback capabilities such as full body motion tracking embedded into the suit, as well as localized temperature controls for transmitting heat and cold sensations, and... There's also biometric feedback built in for usage patterns and engagement ratio, to aid developers in their data collecting. Well, can I hear Ready Player One, anyone?

The company behind the Tesla suit have just announced that their product won the Red Dot: Best of the Best, the top distinction in the competition. It is granted for groundbreaking design and goes to the best products in a category. The Teslasuit is now available for distribution as a development kit, and features dedicated software, documentation, API integration with Unreal Engine, Unity, and Motion Builder.

Witness the Power of Unity With Heretic Real-Time Demo, Megacity Tech Demo

Unity has grown from a relatively simple engine to one of the most flexible options available for developers, allowing everything from 2D platformers to 3D games and short cinematics, all rendered in real-time, in-engine. The new Heretic real-time demo, showcased at GDC 2019, is one such example of a 3D engine being used to render a breathtaking cinematic.

The Heretic builds upon learnings derived from both the Adam and Book of the Dead shorts, and take advantage of the latest technologies embedded into the Unity engine. Motion blur, bloom, depth of field, film grain, color grading, and Panini projection, including by real-time lights and usage of a probe-based lighting solution. Just take a look at the video yourself, right after the break, and read on for the other part of this Unity-related piece: the Megacity Tech Demo.

NVIDIA to Enable DXR Ray Tracing on GTX (10- and 16-series) GPUs in April Drivers Update

NVIDIA had their customary GTC keynote ending mere minutes ago, and it was one of the longer keynotes clocking in at nearly three hours in length. There were some fascinating demos and features shown off, especially in the realm of robotics and machine learning, as well as new hardware as it pertains to AI and cars with the all-new Jetson Nano. It would be fair to say, however, that the vast majority of the keynote was targeting developers and researchers, as usually is the case at GTC. However, something came up in between which caught us by surprise, and no doubt is a pleasant update to most of us here on TechPowerUp.

Following AMD's claims on software-based real-time ray tracing in games, and Crytek's Neon Noir real-time ray tracing demo for both AMD and NVIDIA GPUs, it makes sense in hindsight that NVIDIA would allow rudimentary DXR ray tracing support to older hardware that do not support RT cores. In particular, an upcoming drivers update next month will allow DXR support for 10-series Pascal-microarchitecture graphics cards (GTX 1060 6 GB and higher), as well as the newly announced GTX 16-series Turing-microarchitecture GPUs (GTX 1660, GTX 1660 Ti). The announcement comes with a caveat letting people know to not expect RTX support (think lower number of ray traces, and possibly no secondary/tertiary effects), and this DXR mode will only be supported in Unity and Unreal game engines for now. More to come, with details past the break.

EA, Bioware Partner With Oats Studios and Neil Blomkamp to Produce Conviction - An Anthem Story

Neil Blomkamp is one of today's most well-regarded sci-fi filmmakers - and for good reason. While you may know him for his feature-length films (such as the legendary District 9 and the even more legendary, for me, Elysium), he has been making forays into conceptual filmmaking ever since he set up Oats Studios. The goal for Oats Studios was to create cinematographic thought-experiments with a sci-fi twist, and the studios have released a number of great works that you can follow on their YouTube (such as Zygote, Firebase, and Rakka), even going so far as to fully experiment with the power of Unity in the making of some seriously impressive pieces in their Adam series. If you don't know the studio's work yet, do yourself a favor and take a look.

That said, EA and Bioware have clearly picked up on the potential for Oats Studios, and ordered a cinematic, live-action story set on the Anthem universe. Named Conviction, the short serves as a teaser for the games' release, and showcases the impressive world of Anthem being brought to life with real people and settings. I won't dive into much detail here; I've given you the background. Suffice it to say that I am left even more wanting in regards to Neil Blomkamp's canceled Halo project after watching this. I bet you'd love to see something such as this brought to life in more detail and depth than a short three minutes and forty-five seconds allow for.

Valve Seemingly Preparing Their Own VR Headset; Hints Point to Half Life VR Bundle

In June 2016 Valve announced 'Destinations', a Steam workshop not easy to find anymore, that allowed the end user to enter real and fictitious scenarios through the magic of virtual reality. The idea was intriguing, but the media was not completely sold and judged Valve's proposal as both "the best and the worst of VR". From all this, however, came a singular discovery: those who reverse-engineered its code discovered in it the HLVR acronym, which initiated a wide debate about the potential appearance of a Half Life VR (HLVR) version specifically developed for VR headsets.

Lending further credence to this hypothesis was Gabe Newell's announcement in February 2017 that Valve was preparing three big titles for virtual reality- two of them based on Source 2, and one of them based on Unity. More such signs appeared in the summer of 2018, and everything was pointing towards this project being indeed real, that it would likely be based on Source 2, and that it would offer a full-fledged blockbuster title that this generation of VR has been desperately seeking. We now have more data courtesy a "leaked email" to Reddit user 2flock that suggests Valve's work is apparently going beyond just VR game development, as images of a prototype device seen below confirm that Valve is also working on its own VR head-mounted display (HMD), one whose development would also be more advanced than initially suspected.
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