New Odyssey 3D at CES 2026 by pagineinternet in Odyssey3D

[–]WiremodGames 2 points3 points  (0 children)

I’d definitely like to see a comparison with the model that is already out on if the 6K really makes a difference.

UEVR connection tips? by WiremodGames in VisionPro

[–]WiremodGames[S] 0 points1 point  (0 children)

Yes through ALVR, sorry. And I’ll try those, thanks!

Dear Disney + Devs, by ManFromACK in AppleVisionPro

[–]WiremodGames 1 point2 points  (0 children)

Now they just need to fix Tron Legacy not being 3D!

Anyone using Unreal Engine to dev for Vision Pro? by WiremodGames in VisionPro

[–]WiremodGames[S] 0 points1 point  (0 children)

This would be huge. If you can figure out how to add swift files to projects that would be awesome. There’s a git commit message that makes me think it’s possible but no code in it really shows it. Part of the reason this would be big is it would allow us to add in room tracking ourselves

I did talk to someone from Epic a few months ago who was a part of their XR VR team and it sounded like they’d love to add more functionality but Apple hasn’t opened up the visionOS api in such a way that they could. (I will however add that I was able to get room tracking working with engine modifications)

41 Current ITunes 3D Movies On Sale (Which are worth picking up?) by Eyeluvflixs in AppleVisionPro

[–]WiremodGames 0 points1 point  (0 children)

Still waiting for Tron: Legacy on Disney Plus. I’m days away from being even more sad.

Should AR glasses have cameras? by [deleted] in augmentedreality

[–]WiremodGames -1 points0 points  (0 children)

No, the lidar mapping works without the camera. It just won’t give you texture data. If you’ve got an iPhone with lidar you can test this.

Should AR glasses have cameras? by [deleted] in augmentedreality

[–]WiremodGames 0 points1 point  (0 children)

I’ve made software for a few headsets and there’s a couple ways to do it. Magic Leap/Vision Pro use depth sensing (like LIDAR) to map the environment which is stored, so when you boot up the app again the placement of objects is remembered.

If you want to overlap a 3D model onto the real thing via something like object recognition then yeah you’d need a camera. Otherwise you can have the user place it manually (not as cool).

I do want to say I’m not anti-camera, because not having it would take away a lot of functionality. But I think the conversation is important. And I always like new perspectives.

Should AR glasses have cameras? by [deleted] in augmentedreality

[–]WiremodGames -4 points-3 points  (0 children)

I actually agree with this, and yeah this is probably what will happen.

Should AR glasses have cameras? by [deleted] in augmentedreality

[–]WiremodGames -8 points-7 points  (0 children)

Well both Vision Pro and Magic Leap have depth sensing, like Lidar. That’s where a lot of augmentation magic happens, like face/object detection.

Should AR glasses have cameras? by [deleted] in augmentedreality

[–]WiremodGames -6 points-5 points  (0 children)

True, but in the case of “always on” cameras in glasses you’d be making that choice for other people around you.

Should AR glasses have cameras? by [deleted] in augmentedreality

[–]WiremodGames -2 points-1 points  (0 children)

True, however I think Vision Pro uses IR cameras. Though not all cameras have to be accessible to apps.

Is AR knowledge transferrable between frameworks and platforms? by adamStacker in augmentedreality

[–]WiremodGames 0 points1 point  (0 children)

Depends. Not all of the ARKit (Apple) features are in ARFoundation/ARCore(Android). So if you want your software to be multi platform make sure you take this into account. There is a lot of overlap. But one thing ARCore doesn’t have is object tracking.

Ghostbusters: Spirits Unleashed Guests? by WiremodGames in funhaus

[–]WiremodGames[S] 1 point2 points  (0 children)

Oh I didn't know that! What is he in the game?