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Kim Pallister (CTO, VR, Gaming and eSports, Intel)
Location: Room 210, South Hall
Date: Monday, March 18
Time: 3:00pm - 3:30pm
Pass Type: All Access, VRDC Add On - Get your pass now!
Topic: Game VR/AR
Format: Session
Vault Recording: Video
Audience Level: All
Has everyone lived through the 'trough of disillusionment', or are they kidding themselves about VR and AR being anywhere near mainstream adoption? This session will look at recent market trends, and some of the technology and product developments that may be pushing us past the barriers to a bright future for XR. The session will cover recent and upcoming promising products, what it means to be leveraging mobile technology curves, and technical developments and challenges in displays, compute SoCs, and wireless tech. It will also cover interesting use cases outside of gaming that may affect the gaming market
Session attendees will come away with a better understanding of technology challenges and what the near term probable breakthroughs may be. This aims to allow them to better target their products and make sound business decisions.
VR/AR developers, designers, business decision makers.