
Engineer @valvesoftware | Creator of Air Link and CitraVR | prev. @oculus, @apple, @microsoft, @DisneyResearch
Bellevue, WA
Joined February 2022
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- Following374
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I’m pleased to announce I recently started a full-time engineering position at Valve!
I'll be working on various things, including VR (and Steam Frame)
store.steampowered.com/hardw… Last time to buy the remaining Index parts. Every region has different stock. Check your region to see what is available.
Valve posted CAD files for Steam Frame, Reservation Queue information and more.
store.steampowered.com/news/…
Amanda Watson retweeted
After 2+ years in the robotics data space, we are shutting @Eidon_AI down.
The thesis was right. But the business is brutally hard.
We close this chapter by open-sourcing everything we built and sharing lessons for anyone venturing into the space.
People think the minions router being baller as a joke. But I have extensively tested it and it is one of the best possible Wifi 6E routers money can buy. Like someone at Illumination Studios was like "idk $80" and the router manufacturer was like gotchu fam.
Amanda Watson retweeted
As a CitraVR enjoyer, Valve hiring @fewerwrong to work on the Steam Frame is pretty sick.
rushdownradio.net/valve-hire…
Amanda Watson retweeted
Steam Frame is here! Our wireless VR headset + controllers, available now in the following models:
Steam Frame 256GB
Steam Frame 1TB
Sign up now and learn more on @Steam store.steampowered.com/hardw…
Amanda Watson retweeted
Holy shit IT WORKS!! One shotted with GPT6 Astra
I now have a fork of UEVR where I can play any UE game within a volumetric window!
This actually renders the game in 3D - meaning, two real game cameras, not some depth map bullshit. Everything looks right
This is an alternative (and more comfortable IMO) way to play most 2D->VR hacked games as there’s no motion sickness, and no need to redesign the UI and interaction systems
Needs a lot more polish before I publish it but OMG IT WORKS!
The first-ever PokémonXP was…pretty neat!
I was expecting more chaos based on public reports, but all the lines I was involved in went pretty fast.
That said, I got selected to stand in line for almost none of the things I signed up for.
The engineer who made this happen has a great story to tell!
Say what you will about Meta, but you have to admit the “software unlocks” over the lifetime of the Quest 3 have been ridiculous.
How do you go from 120hz at launch to 207hz without hardware changes? Almost double the refresh rate. Clearly, the panel could do it, but I’m so curious about the lineage. It’s not just the display either, the GPU clocks are also ~25% higher than launch.
Were the engineering teams just extremely conservative? Or was there just enough real-world headset data over time to realize “huh, we actually have a lot more headroom than we realized”.
I’m really struggling to think of any other consumer product that gained that much of a bump over its life. Sure, I think the Nintendo Switch boost clocks got a *little* higher; but nothing like this.
Can you think of any other consumer examples like this? I’m honestly very curious.
I really enjoyed QuakeCon this year. I hope it continues.
It’s just a really chill environment that things with “con” in their name don’t normally replicate.
Getting to hear from all the Id founders was cool, I’m grateful they made such a big effort for the 30th. Can’t help but wonder if it’s because *they* also think it could be the last one.
Amanda Watson retweeted
Amanda Watson has joined Valve as a full-time engineer.
She created CitraVR, a VR version of the Citra Nintendo 3DS emulator for Meta Quest.
Best known for creating Air Link, Meta’s wireless PC VR feature for Quest headsets,
She will work on several projects at Valve, including VR and the Steam Frame.
Amanda Watson retweeted
If you're single, Santa Cruz. If you're broke, Palo Alto. If you're retarded, San Francisco.
CitraVR (beta) is updated to v0.6.0. Available now on Github and Sidequest.
This is a massive update: most importantly, it pulls in features and performance improvements from Azahar.
First-time performance of apps and compatibility with some titles are significantly improved.
NOTE this change makes Vulkan the default graphics API instead of OpenGL. While this may improve performance in some cases, some games may have graphics artifacts that are fixed by switching to OpenGL.
Hope people find this useful. I was hoping to add a per-game config that could make it easier to find the correct settings for your game, but the airport lost my luggage with my Quest 3 before I could test a change.
Github: github.com/amwatson/CitraVR/…
SideQuest: sidequestvr.com/app/29066/ci…






























