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Vr for mac
Vr for mac






Yours truly being silly with a Vive and a MacBook Pro. I got to play with a few of the tools, including previewing the timeline itself inside an HTC Vive - and my almost-ending-in-disaster glance downward off a rope line.

#Vr for mac update

We got a snapshot of that during Monday’s keynote, when ILM’s John Knoll took the stage to showcase building a Star Wars scene inside a VR environment, and I got a first-hand look at some of the other tools developers can use to build those worlds - including Final Cut Pro X, which will get an update later this year to allow for full-featured video editing in VR. (I can hear our VR editor Russell Holly squealing from here.) But more importantly, developers of VR experiences can build those games on a Mac. This means that, yes, soon you’ll be able to - with the appropriate additional hardware - run a VR experience like Star Trek’s Bridge Crew on your Mac. They’re not very portable, but they’re powerhouses - designed to crush and process the millions of pixels a VR setup requires. Support for an external GPU (or eGPU) effectively provides VR-capable graphics for all of Apple’s Thunderbolt 3-capable Mac line, including the MacBook Pros.

vr for mac

Sonnet’s rather massive Thunderbolt 3 external GPU chassis sat next to the 15-inch MacBook Pro at my demo station, connecting and powering an AMD Radeon RX 580 graphics card. The demo - an incredibly effective one, at that - showcased the power of Apple’s new MacBook Pro when combined with Apple’s first-ever fully-supported external graphics processor. No, I wasn’t hallucinating from lack of sleep after a hectic WWDC - I was strapped into an HTC Vive in the press product hands-on area, experiencing a VR-ready Final Cut Pro X project on one of Apple’s Kaby Lake MacBook Pros. Today, I hula danced on a sandy beach, flew over a defunct volcano, and nearly fell into a lagoon - all within the span of 45 seconds.

vr for mac

VR is coming to the Mac, and it’s gorgeous.






Vr for mac