A presentation from Michael Abrash given to the Game Developers Conference in 2013.
It's slightly out of date (pre DK2) but a fascinating read into the complexities of implementing VR and whats needed to trick the eyes/perception into the whole "presence" thing.
It's slightly out of date (pre DK2) but a fascinating read into the complexities of implementing VR and whats needed to trick the eyes/perception into the whole "presence" thing.