@robcoomberi
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The VR Industry has a huge blind spot. The people building it don’t watch sports.
Live immersive sports content on lightweight headsets will sell more VR headsets than VR games ever have.
Suno will be wiped off the map within 1 year, its obvious to anyone actually paying attention.
It took a lot of effort getting these working correctly! They make Fluid way more usable.
We are now one of the only android browsers that actually support chrome extensions.
MLB on Vision Pro with friends is the killer VR app.
If Apple can drive down vision’s price and weight, they will sell millions of devices.
MLB on Vision Pro is legitimately the most excitement I’ve heard for VR in a long time.
Sports are going to be what drives most normies to immersive media.
My favorite view was the bullpen, nice and up close to the pitcher where you can see their form really well.
My main nitpicks are, the Jumbotron and IRL screens showing scores, highlights and ads were super mushy and hard to see. I would LOVE to have those video textures be composited into the headset as their own high res layers. I also prefer to have the main broadcast audio as an option.
Regardless it’s the best sporting content ever in VR, amazing work @Apple
Rob retweeted
I spent two innings watching this game on Apple Immersive Video and WOW. This is the future. I would swear I was in the on-deck circle. Hope everyone gets a chance to see a game like this! 🥽
Full story coming at @MLB.
I have been building a egocentric data capture tool with @jmdagdelen. Got Superdex working and put some of our data thru it. Worked surprisingly well first try!
Meta just open-sourced its dexterity stack! 🪬
Most physics simulators were built for things that move through space.
Walking robots, drones, cars. Contact is the part they approximate worst, and obviously dexterous manipulation is nothing but contact.
Project SuperDex, from Meta Reality Labs Research, is built the other way around, a contact-first physics engine with the whole platform stacked on top of it.
The cool part is that it's on GitHub.
The engine runs one solver across rigid bodies, soft bodies, rods and tendons, shells and cloth, in the same model.
→ Non-convex collision with accurate contact force distributions, so a multi-finger grasp gets simulated rather than approximated
→ Tactile sensors and soft contact as first-class primitives
→ Numerical stability without the tight time-step limits explicit solvers force on you
→ Constraint-aware inverse kinematics running on the same optimization core as the forward dynamics
Then the data layer. Put on a Quest 3, teleoperate the simulated hand with haptic feedback, and generate demonstration datasets without touching real hardware.
They show a shape-sorting policy trained entirely in simulation and deployed zero-shot on a real robotic hand.
Robot hands are getting good. Data for them isn't that fast.
Meta is betting the cheapest way to collect contact-rich demonstrations is a headset people already own, pointed at a simulator instead of a game.
🔗 Here's the project page: projectsuperdex.com/
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Rob retweeted
Announcing Blueprint II
A 3mo frontier tech program in SF
30 teams, $150k upfront
Once you join:
- Full access to our campus, labs, machines, talks, and $1M in credits
- Our full team working with you on product, GTM, hiring and fundraising
- Up to 1 year of dedicated space for your company on campus
- On site lunch from personal chef
We are the biggest backer of early hardware companies in SF
So we’re making an even bigger bet this year
Applications open now
We're looking for founders working on the hardest problems
Robotics. Drones. Space. Advanced manufacturing. Energy. New materials. Biosciences. Frontier AI models. Chips. And software that makes machines smarter.
If you believe that's you, we want to support you and push you further
just like the founders we've backed before:
This Netflix stunt paid a years salary for 500 human 3D artists
Grand Theft Auto VI: An Extended Look premieres on @netflix Thursday, August 27 at 3 p.m. ET.
netflix.com/GTAVI
Grand Theft Auto VI: An Extended Look Coming August 27
Rob retweeted
in dystopia, worlds now materialize through gameplay. slice crystals and it builds. miss and it crumbles. rendering gaussian splats enables the world to be part of the feedback loop. this might be the most vr thing i’ve ever shipped. @theworldlabs
Rob retweeted
To empower all of humanity, robots must work beyond controlled labs.
In recent years, models, hardware, and compute have advanced significantly, but high-quality real-world data remains difficult, expensive, and slow to collect.
RoboNet was founded to remove the bottlenecks through research. At @fdotinc Off Season II, we built HandUMI, a device to solve data collection for bimanual robotic arms with parallel-jaw grippers.
We'll keep tackling each new bottleneck, one after another, until robots operate widely in the real world.
Everything we have built so far is completely open source and available here: github.com/robonet-ai
Rob retweeted
dystopia is now live on meta quest store!
meta.com/experiences/app/115…
from idea to @MetaQuestVR store submission in 42 days. 🤘
dystopia is a free-to-play #vr rhythm game where every session is new: every track is unique, generated by our null radio engine. save the ones you love. progress to unlock artifact worlds built with @theworldlabs marble.
Rob retweeted
I added passthrough to Cubism on Steam Frame entirely by accident... and it just works 🤷♂️
Here's what passthrough gameplay looks like in @CubismVR on standalone Steam Frame.
#steamframe #steamvr
Me after paying $80 for GTA 6
This feels close the best form factor for collecting egocentric data
Most embodied AI hardware still feels like it was designed for a 3-minute demo, not an 8-hour data collection run in variable conditions.
This one feels different. Same core architecture across four camera configurations — binocular when you want minimal wear, up to 8-cam when you need maximum coverage and redundancy. Wide 288° FOV. High-SNR IMU with automatic trajectory registration. Real hot-swap power. Sub-millisecond multi-device sync. Local storage + connectivity built in.
Clean execution on the details that actually determine whether hardware gets used or sits on a shelf.
#EmbodiedAI #VLA #PhysicalAI