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STEREOSCOPE

STEREOSCOPE

Auteur(s): Byron Diffenderffer Anthony Vasiliadis
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À propos de cet audio

Welcome to the STEREOSCOPE Podcast, the place where we dive deep into everything immersive video. From VR180, 3D360, Spatial Video, Volumetric to Photogrammetry, we cover it all. Our show is dedicated to covering the latest news, best practices, and workflows that are essential to the immersive video community. The VR industry has been a major force behind the rapid growth of this medium and we are excited to showcase how it impacts immersive video. Every episode, we feature two videos created by our talented community members to inspire and showcase the amazing work being done in this space. Join us on the next phase of cinema as we gaze through the STEREOSCOPE.

© 2025 Stereoscope Productions LLC
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Épisodes
  • Steam Frame, Explained
    Dec 5 2025

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    We dig into Valve’s Steam Frame headset, the revived Steam Machine concept, and the new Steam Controller 2.0, weighing smart tradeoffs against ambitious promises. Comfort, eye tracking, and foveated streaming headline a PC-first strategy that could challenge Quest on user experience.

    • why Valve picked a mobile ARM chip over XR silicon
    • eye tracking as the key to dynamic foveated rendering gains
    • PC-hybrid focus with a low-latency wireless streaming puck
    • openness of the Steam library and Linux-first SteamOS
    • missing features: no hand tracking, monochrome pass-through
    • LCD panels vs OLED hopes, and real-world contrast limits
    • comfort-first design with balanced weight and modular front
    • Steam Machine power, TDP, and tough pricing realities
    • controller upgrades: dual trackpads, gyro, community profiles
    • future possibilities: gaze input, hybrid compute, OpenXR ports

    Tell us what you think. Don’t forget to subscribe, share, hit the like button, you know, all that stuff


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    52 min
  • STEREOSCOPE SPOOKYcast Special Halloween Episode! Horror and GalaxyXR!
    Oct 31 2025

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    Three horror fans suit up for a spooky VR tour through Resident Evil 4 VR, Exorcist Legion VR, Phasmophobia, and Blair Witch VR, then shift to a hands‑on breakdown of Samsung’s Galaxy XR specs, price, and promise. We weigh design choices, comfort, and whether premium headsets finally justify their cost.

    • why VR amplifies horror with agency and presence
    • Resident Evil 4 VR’s smart port and melee feel
    • Exorcist Legion’s chapter format and ritual tools
    • co‑op tension loops in Phasmophobia
    • Blair Witch VR’s flashlight, camcorder, and Bullet
    • PC VR vs standalone quality gaps narrowing
    • Galaxy XR price, controllers, refresh rates
    • panels, FOV, pass‑through, and comfort trade‑offs
    • day‑one games, Netflix 4K, media codecs
    • where Quest, AVP, and Galaxy XR diverge on value


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    1 h et 12 min
  • Samsung’s Galaxy XR, Meta’s Moves, And Avatar’s 3D Return
    Oct 29 2025

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    We unpack Samsung’s Galaxy XR strategy, Meta’s push for premium licensed content, and Apple’s VisionOS upgrades that aim to close real usability gaps. Along the way, we test practical tools—from room scanning to video glasses—that make spatial creation and viewing feel ready.

    • Samsung Galaxy XR specs, display claims, pricing, launch plan
    • Android XR platform, Snapdragon XR2+ Gen 2 performance
    • Sony micro‑OLEDs, persistence and smearing explained
    • Galaxy phone spatial capture and 4K30 pipeline
    • Meta Connect: Blumhouse Enhanced Cinema on Quest
    • Avatar 3 teaser quality, frame rate, and MetaTV curation
    • MetaTV strategy shift and licensed content implications
    • Meta Hyperscape room scanning, fidelity, and workflows
    • Ray‑Ban display glasses with EMG wristband input
    • VisionOS 2.6: PSVR2 controllers, widgets, 90 Hz hands
    • Native 180/360 playback, macOS spatial rendering
    • Steam “Frame” standalone rumors and streaming
    • Viture Pro XR impressions, stereo preview, and use cases


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    1 h et 17 min
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