Topic: Code
I created a browser-based, highly customizable remote co-pilot’s station for MSFS where a VR experience-operator can manage all of the required aircraft systems while the untrained VR pilot can still enjoy the full experience of properly flying an airliner.
Today systemd_mem got merged into Munin’s contribution repository. It monitors the memory usage of systemd services as calculated by systemd.
Just a quick find that cost me a couple of debugging hours the other day, in the hopes it might save those hours for somebody else: Unity’s XRInputSubsystem.TryRecenter() works asynchronous.
Today I delivered my first hololens project to the customer (he’s happy). Pretty impressive hardware, equally neat API. Although the viewport feels rather small (thanks to other devices like the Rift being on the market), the Hololens still provides a much better and more immersive experience than any other solution I used for AR so […]
Unity’s new native VR support is a big improvement in regards to cost of rendering and thus performance. Unfortunately, things were “oversimplified” a little, and shaders do not get information about which eye is rendered for any given call.
Until there is an official solution to this problem, I am showing an easy hack to work around this issue, using Tomasz Stobierski’s Relief Terrain Shaders as an example.