John 🚀 VR/AR/XR (@chaostheorem) header
John 🚀 VR/AR/XR (@chaostheorem) profile picture

Desperately trying to survive the IT warzone, stumbling through VR/AR/MR/XR... don't know what to call it anymore. (We're calling it 'spatial computing' now?)

Metaverse
Joined May 2008
Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)Photo by John 🚀 VR/AR/XR (@chaostheorem)
John 🚀 VR/AR/XR retweeted
This isn’t video footage. It’s a Gaussian splat rendered in real-time, walked by a simulated person filming on a virtual phone: gait, head turns, motion blur, rolling shutter, footsteps. You can tap to burn the Gaussians it's made of. 🔥 Built with @playcanvas 🧵 👇
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John 🚀 VR/AR/XR retweeted
Kudos to the researchers closing the gap between academic and industrial SLAM. One of the reasons the team made @meta_aria available to external researchers was to shift attention towards the higher level problems that are unlocked once you take accurate & precise location as a given. If SLAM tells us where a device is, we can begin to build a shared understanding for the environment, how the world changes, and how it will change with interventions. That's where things get really interesting and where I hope to see more people explore.
when LaMAria was introduced a year ago, Meta's closed-source Aria SLAM was far ahead of academic systems. one year later, we've surpassed it in 3/5 categories: medium, long, and low light. here's what closing that gap looks like:
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John 🚀 VR/AR/XR retweeted
I’ve been working really hard on something I am extremely proud of how it’s going, and believe that in the long term, I can turn it into the Final Cut Pro for Spatial and Immersive video Here is only a little taste. Stay Tuned!
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John 🚀 VR/AR/XR retweeted
CD-ROM is support coming to Steam Frame ..Oh my god 🤣
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John 🚀 VR/AR/XR retweeted
Now presenting: StreamXR! 🥽 A Free, Open Source Chrome Extension that gives you the full YouTube Desktop Experience on #SteamFrame ! - Full 360°/180°/2D support - Full Search, Channel, Comments, Description, Recommended, Home, and Subscriptions pages - Easy VR UI/UX Out NOW!
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A Reddit user named AstroPC has transformed their PSVR2 into a standalone headset by combining adapters with a RedMagic smartphone that serves as a compute puck. Major improvements are in the works (Custom PCB). @SadlyItsBradley @GAMERTAGVR reddit.com/r/PSVR2onPC/s/kWv…
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John 🚀 VR/AR/XR retweeted
I have released “HoloPrinter” on TestFlight. For those who have a Bambu Labs 3D Printer With this app, you can slice your models with a fully hand tracked focused UX During prints, a virtual laser will draw out each layer your IRL printer is manifesting testflight.apple.com/join/j3…
Target had these kits on clearance for like 13 dollars yesterday So I guess it’s time to download a car See if I can remote control it directly from AVP And also apply object tracking to it, augmenting the experience, as well
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John 🚀 VR/AR/XR retweeted
In the near term, I'm far more bullish on the '3D portal' means of making flatscreen games work in VR than shoddy conversations which end up with a 'VR-compatible' version of the game that's more work and less fun (and for many people, uncomfortable) to play in a headset than on a flatscreen. This is a matter of pragmatism. If every flatscreen game could get the amount of time and investment needed to be thoroughly redesigned to be *great* in VR, then I'd obviously prefer that. The reality is that that's a time consuming, expensive, and very challenging to do right for 95% of games, and the ROI simply isn't there for the developer.
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John 🚀 VR/AR/XR retweeted
We’ll be honest: our spatial video recorder & player launched with… basic controls. That changes today. Our latest update brings a modern player with scaling, scrubbing, repositioning, a passthrough toggle, and more. Same spatial videos. Much better controls.
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John 🚀 VR/AR/XR retweeted
i now have an on-device vibecoding setup to build openXR vr apps on my steam frame! godot even has live editing, so i can make changes to the scene (and i think even code) while the game's running. killer!
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John 🚀 VR/AR/XR retweeted
This is amazing. People underestimate how much Valve and essentially, the Steam Frame has effect on everything.
WEEKEND PROJECT 🥽 what if you could play Valve’s Half-Life: Alyx on the Apple Vision Pro? without a pc, without streaming, running natively on the headset itself?
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John 🚀 VR/AR/XR retweeted
"Evangelion: Δ Cross Reflections", an upcoming VR/XR game by Pixelity Inc (2027)
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John 🚀 VR/AR/XR retweeted
the Steam Frame works in pitch black thanks to its IR blasters and IR sensitive SLAM cameras with the default passthrough view, you can see some prettty cool things including: 1. Steam Frame's internals 2. Steam Frame's controller internals 3. Apple Vision Pro's LiDAR pattern 4. iPhone 13 Pro's LiDAR pattern 5. iPhone 13 Pro's FaceID pattern 6. My Asus monitor's proximity sensor youtu.be/TnF4EwE0sCA
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John 🚀 VR/AR/XR retweeted
I INTERVIEWED BOZ AT META CONNECT! Let me tell you all the incredible story of how this happened, with all my emotional rollercoaster. It has been he craziest thing that has happened to me in my career as a blogger. I promise you’ll have fun reading this. And you will find the words @boztank said to me pretty insightful skarredghost.com/2026/09/25/… #VirtualReality #VR #Meta #MetaConnect #technology #blogging
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John 🚀 VR/AR/XR retweeted
Frame's core module is tiny. The issue with form-factor in VR headsets right now isn't so much volume, but weight. You need a large head mount of some sort to hold this little module in front of your eyes in a way that's comfortable.
Steam Frame Review – Power-user's Playground roadtovr.com/valve-steam-fra…
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John 🚀 VR/AR/XR retweeted
We shipped a new page to explore the FOV & PPD for the Arcturus Vision Camera at arcturus.vision/optics
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Should you buy the Steam Frame for VRChat? Let me help answer that question with my own on hands review!
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John 🚀 VR/AR/XR retweeted
Half-Life Alyx standalone vs the PC VR version, side by side on Steam Frame. I still can't quite believe this is running on the headset with no PC. Valve made a native ARM port with foveated rendering and depth reprojection, and your saves sync between both versions through Steam Cloud. It's not as smooth as PC VR, but it's a mobile chip running Alyx. That's some real magic.
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John 🚀 VR/AR/XR retweeted
github.com/Baywilly/Metal-Ge… 📡 Snake, the mission begins now. The first BETA of Metal Gear Solid VR Standalone is now available to download. From here on, you're on your own. Good luck. 🐍🥽
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John 🚀 VR/AR/XR retweeted
I've had Valve's Steam Frame for a week, and the full video is up! Short version: it's trying to be four devices at once, and most of it already works. Half-Life Alyx runs on the headset with no PC. The streaming is the best I've used out of the box. Linux desktop and SteamOS freedom is amazing. Battery is about an hour. And it costs $1,059. I tested as much as I could, and it's a lot. So if you're deciding whether to sign up for a reservation before the 17th, this should help. Curious what you think: youtu.be/_PEq2T_iAs4
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