D.E.C.A Blog


DecaGear 1: Development update January 2021

February 2, 2021 | No Comments
Here is an update about the development of the DecaGear project, and where it stands right now. In the first blog post from October 10th, I tried to summarize why VR needs to be around social experiences and what the hardware should feature based on the current technological constraints. And in short the plan was to: Release a PC-VR, high fidelity headset built especially for multiplayer gaming and experiences with facial tracking, natural locomotion based on the hip direction and pressure sensitive hand controllers with all finger tracking. The system will be available for pre-order in late 2020 for US$459. SteamVR support means immediate access to thousands of VR games from day one.  The DecaGear SDK allows developers to easily and quickly integrate all of the system’s unique features. Future plans for a DecaSpace SDKs will allow players to communicate and navigate between games seamlessly in VR.   Developing a…
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DecaMove – standalone version is ready

January 16, 2021 | No Comments
We have been quiet lately, focusing on making the DecaMove standalone version. We thought it would be a walk in the park process but turns out that the park was in the middle of a warzone.  We wish we had the amazing team of engineers working in Oculus, but we don’t, so our small team went underground for the last month focusing solely on this DecaMove version. Many things needed to be reconsidered, some issues required different IC components and problems popped everywhere such as bad NRF reception when player is far away from the PC, NRF packets loss when player’s body blocks the line of sight between the unit and the dongle and re-pairing issues when this happens. On the software level, the inference service needed to run on the PC instead of the headset and it also required different integration with SteamVR.   But everything is now solved…
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There is a Unique Opportunity to Hire Great People right now

November 2, 2020 | No Comments
Most people spend up to a third of their lives at work - that's a long time, which is why the changes enforced by Covid feels so epoch-making. Noone knows what post-pandemic working life will look like yet one thing is for sure: for millions of us, the regular 9-to-5 routine will be a thing of the past. For many, changes are happening in real-time as adapting to Covid-19 reshapes companies, industries, national economies and the very fabric of our society in previously unthinkable ways. Businesses need to think creatively to keep up with the rapidly changing situation and seize upon any opportunities that this crisis creates.  Some companies are already hiring people to act as "Head of Remote" and are "carving out new jobs for executives to act as advocates for virtual workers and think more broadly about a lasting remote future," as Jena McGregor wrote recently in the…
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DecaGear 1: VR needs to be built around multiplayer experiences

October 10, 2020 | No Comments
I've played video games for longer than I'd like to admit and gaming to me and those I know, has always been a social thing. Yet in VR, it seems that multiplayer experiences lack a deep feel of presence and I find myself struggling with navigation, interaction and communication.   Don’t get me wrong, I’m convinced multiplayer VR will be everywhere from video games to education, retail to real estate. And businesses will be screaming out for immersive new experiences to engage employees and customers.    Victory is measured in milliseconds and while Fortnight or PUBG gamers are investing in solutions that give them even the slightest competitive advantages as 10k DPI gaming mouse or displays with 1ms response time, VR multiplayer gamers are wrestling with basic issues as limited / awkward navigation controls, confusing interactions and lack of immersion and presence while playing with others.   “Video games are…
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