
Making music, making content, and living 🕹️🎶🎥 Builuding @ShroozyStudio
UK
Joined September 2015
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teawa retweeted
VR today - even in its infancy - is so magical.
VR isn't unilaterally the best for gaming, productivity, watching movies.
But VR is the best for community, friendship, creativity, and learning.
The hardware today is capable. We just need to go all in on what makes VR special.
teawa retweeted
A DREAM OF MINE HAS BECOME REALITY. After more than 10 years of dreaming of writing an article on a prestigious website like Road To VR, today I can say it has finally happened! You can't even imagine how this is making me happy today...
It is an informative post about some lessons I learned during my many trips to China. Many people ask me for some suggestions about doing business there, or distributing their VR content there. So I took some of the most relevant pieces of advice and wrote them in this post, hoping that it can be useful to everyone.
I want to thank Scott Hayden for giving me this opportunity and for being a great editor, who showed me the process of writing an article for a journalistic platform and not just a blog.
And thanks also to all of you who will read this article! You can find it here: roadtovr.com/chinas-xr-start…
#VirtualReality #success #technology #blogging #startups
If you tried the @get_artcraft suite of tools on day 1 and haven’t tried them again since then, you’re missing out big time. I just put something together using the MCP then made some minor tweaks by hand and I’m surprised by how good it’s become in just a matter of weeks.
The impact of AIGC on VR is fundamentally different from its impact on other platforms. For most, it’s an incremental improvement. For VR, it could be transformative.
VR has long faced a chicken-and-egg problem. A limited user base discourages content investment, while a limited content library constrains adoption.
AIGC is dramatically lowering the barrier to bringing existing games into VR. What once could take specialized teams months or even years can now, in some cases, be prototyped by a single developer over a weekend. The shift in development economics is remarkable.
We’re already seeing multiple VR mods and ports emerging every week. Even a small fraction of existing games becoming playable in VR could significantly expand the content library.
Meanwhile, advances in displays, chips, and split computing architectures are enabling lighter headsets, better visual quality, and higher performance.
For the first time, the hardware and content bottlenecks could ease simultaneously.
This could mark a structural shift for VR, from a niche gaming market toward a mainstream wearable computing platform. More importantly, it changes the economics of building for VR, potentially opening a new window for startups.
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