This is a brilliant read on how we should approach designing for virtual reality.
Added over 1 year ago | As appeared first on medium.com | Author: Matt Sundstrom
The Nintendo "Virtual Boy" was released in the United States in 1995 and discontinued in 1996 — making it the white whale of gaming tech in our little home town. My youngest brother spotted one at a garage sale and traded the sweat of his summer labor for a glimpse into the future. Unfortunately, this future inflicted blinding headaches and a disturbing red image ghosting that lasted long after the experience ended. The 3D effects are a result of two 1x224 linear arrays, each one directed to ... Continue reading on medium.com
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