CONFERENCE

| Partners PARTNERS

Have or need a great tool, service, product, or platform that enables developers to create innovative VR/AR experiences? The VRDC Partners Track, aims to provide session content that enables companies to communicate the value of their tool or service and educate developers on how to use the technology. Contact vrdcsaleshelp@ubm.com or visit http://ubmgamenetwork.com to learn more!

VRDC 2016 SESSION HIGHLIGHTS

Beyond Games: VR as the Next Mass Medium (Presented by HTC VIVE - VIVEPORT)
Rikard Steiber (HTC)

The demand for VR content is quickly expanding from games into experiences that let people explore, connect and create in new ways. Join Rikard Steiber, SVP of virtual reality at HTC Vive and president of Viveport, HTC's open platform for non-game VR apps, for an inside look at how different forms of content are helping grow the audience for VR today. Rikard shares firsthand knowledge and data to show how VR is benefiting from innovation in new forms of immersive content and apps that extend well beyond traditional games and entertainment.

Seizing the Mixed Reality Revolution - Lessons Learned Developing for Microsoft HoloLens (Presented by a Microsoft Partner)
Rene Schulte (IdentityMine/Valorem)

2016 is the year for VR developers. 2017 could become the AR and Mixed Reality Revolution. Devices like the Microsoft HoloLens are turning science fiction movie technology into reality. Through live code demos, you will leave this session understanding the building blocks needed to create a compelling HoloLens application. Rene will demonstrate some of the apps he's worked on, and share how he was able to overcome challenges. His best practices and recommendations will help you avoid pit falls, and show you how to get started on your own mixed reality apps.

Profiling VR Games and Applications for Optimum Performance
Kevin Hawkins (Qualcomm)

Maximizing the gaming experience on a VR headset requires more than innovative technology and gameplay. The gaming experience is equally affected by a game's ability to manage power consumption and avoid device heat ups. These factors can impact a game's success by limiting game performance and creating an unplayable mobile experience. In this session, you'll learn how to improve power and thermal efficiency while achieving maximum performance for your VR game or app. Analyze and optimize your VR games and applications by exposing detailed CPU, GPU, and system data to reveal your game's power and performance characteristics. In addition, you can understand how other apps or background processes may be impacting performance, giving you a complete picture of system performance.

Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek: Bridge Crew (Presented by Intel)
Raja Bala (Intel)

 

Making Daydream Real - Building for Google's New VR platform (Presented by Google)
Nathan Martz (Google)

Description coming soon!

Redefining the Bounds of Virtual Reality, Avatars & Persistent Identity (Presented by Morph 3D)
Chris Madsen (Morph 3D)
Matt Wilburn (Morph 3D)

In the new worlds heralded by the VR tsunami, we shape our virtual identities and in turn our identities shape us. Morph 3D provides a character management engine for the unified creation, command and control of a persistent virtual identity across multiple realities. Persistent identity means character action, knowledge, traits and history are consistent across multiple realities as protracted living stories. Morph 3D's customizable system is your character's starting point for staying at the forefront of virtual and augmented realities. The company is poised to make the creative and compelling experiences of social VR more personal, and enhance those shared spaces like never before.

The Future and Challenge of Standalone VR HMD (Presented by Idealens)
Haitao Song (Idealens)

 

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