An update on Autodesks VR activities

I received an email from a development partner yesterday checking in on Autodesk’s VR offerings. It occurred to me that while I’ve spoken about them at the DevDays in the US and Europe, I haven’t posted anything here. So here’s some fairly up-do-date information on what technologies Autodesk has in the VR space.

The way I’ve been tending to classify VR offerings in general is around the “distance from the metal”: i.e. how much (relatively speaking) of the software stack does the executing code need to go through to get down to the display hardware.

This is a somewhat arbitrary view of things, I admit, but it does set some kind of expectation around relative performance. It doesn’t necessary say anything about the systems the software typically runs on – people often use high-end desktop hardware to run native code, while less performance-sensitive scenarios are run via WebVR on mobile phones – but it’s fairly consistently true that larger models benefit…

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