Join the IrisVR team on Thursday, April 14, 2016 at 6:30pm at the new office for our first NYC Meetup. Meet others in the IrisVR community, share your insights on using Prospect and the Mobile Viewer, demo our newest software on the Oculus Rift, HTC Vive, and Samsung GearVR and enjoy some snacks and drinks.
We look forward to seeing you there!
IrisVR’s CEO and Co-Founder, Shane Scranton, spoke with Chaos Group’s Corey Rubadue and Christopher Nichols on the CG Garage Podcast. They discuss how virtual reality complements the current design process, the ideal frame rate to prevent nausea in VR, and the future of real time photo realism. Check it out here!
IrisVR just came back from the North American Revit Technology Conference (RTC) in Washington, DC. It was a great conference with 600 passionate BIM and Revit users, as well as developers. It was a pleasure showcasing and discussing our product solution and the use cases of virtual reality in AEC.Read More
As you may know, IrisVR version 0.2.0 launched this past Friday with full Revit support, enhanced lighting and numerous bug fixes. While this new version brought several significant changes, it also marks a significant milestone for our app: it’s the last version for the foreseeable future that we’ll be able to release on Mac OS X.Read More
A couple of weeks ago, I packed my bags and flew out of IrisVR’s home base in New York City to Valve Software in Seattle with a week-long goal: to integrate our beta application with the Vive virtual reality headsetRead More
After our previous post that broke down the process of setting up and deploying to Samsung’s GearVR, we took on the challenge of converting one of our in-house DK2 demos to work with it. It wasn’t simply a matter of plug-and-play with the Unity game engine; in fact, we had to completely re-think the way in which we’ve optimized 3D geometry in the past due to the differences between the PC and mobile platforms, such as the importance of draw calls.Read More
If you're working on SketchUp files that will be shown in VR, it can be helpful to keep an eye on polygon count. Here's a quick post on how to find it. DISCLAIMER: As GPUs become more powerful, HMDs become more streamlined, and the IrisVR App becomes more optimized, polygon count will matter less and less.Read More
At Iris, we are always excited to try out new toys and share what we discover. With the release of Samsung’s GearVR at the height of the holiday season, Jack and Amr couldn’t think of a better time to dive into mobile VR.Read More
I've received a number of emails from folks requesting the PC hardware specs required to run our app, and this seemed like a good opportunity to crunch some benchmarks on the machines in our office! Hopefully this post can illustrate why there is no "one-size-fits-all" PC for VR; frame rates and load times are going to depend heavily on the flavor of 3D file you work with.Read More
While Virtual Reality technology has been around in some form for decades, portable, consumer VR hardware is a relatively novel piece of gear. As more companies get their hands on Oculus Rift development kits, VR demo stations are making appearances at the entire spectrum of events, ranging from gaming conventions to architecture and construction trade shows. This is unexplored territory, so we took a stab at writing the book on what it takes to organize a good public VR demo based on our experiences.Read More