Elliott Mitchell 🎥 🎮 🧀

149 posts

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Elliott Mitchell 🎥 🎮 🧀

Elliott Mitchell 🎥 🎮 🧀

@Mrt3D

@mrt3d.bsky.social - Co-Founder Vermont Digital Arts & Boston Unity Group, 3D - XR Artist, Indie Game Developer, Volumetric Filmmaker & Nutter

The Matrix Katılım Mayıs 2009
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Elliott Mitchell 🎥 🎮 🧀
About to delete all my posts here. It's been real! Find me on the blue site under the same name. I may repost this after deleting everything.
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jasmine roberts
jasmine roberts@jasminezroberts·
hard to engage in ar/vr in good faith. feels like déjà vu when you think back to google glass, magic leap, hololens, and apps medium, tiltbrush, and blocks. we are looping through the same ideas (again), curious to hear how those of you who were in ar/vr before 2020 feel.
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Elliott Mitchell 🎥 🎮 🧀
After spending a bunch of time testing on device, upgrading to Unity 6, 6.1 and back to 2022.3…. I figured out the issue! Total Time (VFX) nodes feeding into a turbulence node breaks in iOS builds. I'll submit a bug report with sample project. #unity3d #vfx
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Elliott Mitchell 🎥 🎮 🧀
Does anyone know if the Unity VFX Graph renders fewer particles on iOS? I’m not sure what’s happening, perhaps it’s a settings issue or some kind of limitation, but when building to an M4 iPad Pro, most of the particles in a complex system don’t seem to render. #unity #unity3d
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Angry Tom
Angry Tom@AngryTomtweets·
This is unreal. Someone just reimagined Tarkovsky using AI-driven camera motion. What if the camera moved — but still felt like it belonged? Let me show you what that looks like:
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Steve Lukas
Steve Lukas@slukas·
After 9 years of Dev Rel & VC in the AR XR space working closely with devs, the logical next step in this growing market is naturally trying my hand at becoming a VR indie game dev! Happy to share today marking the public beginning of a new journey, happy to get any advice!
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Elliott Mitchell 🎥 🎮 🧀 retweetledi
Kent Bye (Voices of VR)
Kent Bye (Voices of VR)@kentbye·
There are allegations Meta has been deliberately undermining the @OpenXR standard with their OVRPlugin blocking non-Meta headsets not on PCVR, or if they're not using Oculus Link. I spoke with @VRDesktop's Guy Godin who corroborates the main claims that were originally made in a technical write-up by Matthieu Bucchianeri on February 8th and 11th. @thekhronosgroup also made a rare public statement on Feb 21 implicitly recommending folks not use Meta's plug-in, but rather one of the game engine OpenXR plug-ins if you want "support building OpenXR applications that are compatible with multiple vendors' OpenXR conformant devices." I have received no comment from Meta yet, and more details can be seen in my write-up with links to more of the technical details as well as corroboration from Godin. Godin tells me that he started hearing complaints of non-compatibility starting with Meta's Integration SDK v51 released on April 25, 2023, and he believes that these are deliberate actions. Bucchianeri also claims to have confirmation from Meta in private communications when he says, "This is not an accident: this concern was reported to Meta early in 2024 via official means in the Khronos group. Meta acknowledged purposedly blocking other platforms from running OpenXR content at that time." Hopefully we'll see some official statement from Meta soon, and even better yet an acknowledgement of this issue with course corrections. cc @boztank voicesofvr.com/1526-allegatio…
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luna
luna@ImLunaHey·
your laptop needs more than 16GB of RAM your laptop needs more than 16GB of RAM your laptop needs more than 16GB of RAM your laptop needs more than 16GB of RAM
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