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FOVE Debuts Latest Design for Eye Tracking VR Headset

Road to VR

FOVE, the company behind the eponymous eye-tracking VR headset, today announced that they will be showing off a new industrial design at both Comic-Con and SIGGRAPH 2016 where attendees will have a chance to demo the new headset design themselves. Previous FOVE design | See Also: FOVE’s Eye-tracking VR Headset Was the Next Best at CES.

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Magic Leap Shows Prototype Headset Progress Since 2014

Road to VR

SEE ALSO Magic Leap Launches Developer SDK, Confirms Eye-tracking, Room-scanning, and More. Schwab continues, introducing a technically ‘wearable’, albeit very uncomfortable looking prototype from 2015 (below), “This thing is called Cheese Head. ” The WD3 from 2015 is pictured below. Eye tracking.

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The XR Week Peek (2020.02.10): Lynx launches MR standalone headset, Facebook acquires Scape and much more!

The Ghost Howls

The headset has a very nice design and features these specifications: Standalone 6DOF headset 1600×1600 resolution per eye 90Hz refresh rate 90° FOV RGB AR passthrough Innovative lenses that make the headset more compact Integrated audio Controller-free hand-tracking Eye-tracking 6GB of RAM 128GB of storage WiFi 6 (802.11ax), Bluetooth 5.0,

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A Brief History of Virtual Reality at CES

Road to VR

The demonstration included the now familar Unreal Engine 3 powered citadel area, one which would become the setting for one of the most famous early VR applications of all time, Rift Coaster. The Oculus Rift Crystal Cove prototype VR headset and tracking camera a shown at CES 2014. CES 2015: Consumer VR Takes Shape.

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All you need to know on Oculus Connect 6: the most important news in one single article!

The Ghost Howls

The good news is that Oculus Quest, in just 4 months, is already counting as 20% of that big amount made in 4 years (the Oculus Store opened for Gear VR in 2015, as Road To VR remembers us). Half Dome 3 looks impressive: it is compact, it has eye-tracking, an innovative varifocal display and a very good FOV.

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HR in XR, with BrainXchange’s Emily Friedman

XR for Business Podcast

It was 2015, right after Google Glass, quote/unquote failed. And while I don’t think the use cases are really there for consumers yet, and the devices aren’t quite there– although I was really impressed with Unreal’s mixed reality glasses. We have sub-millimeter accuracy head tracking and eye tracking.

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HR in XR, with BrainXchange’s Emily Friedman

XR for Business Podcast

It was 2015, right after Google Glass, quote/unquote failed. And while I don’t think the use cases are really there for consumers yet, and the devices aren’t quite there– although I was really impressed with Unreal’s mixed reality glasses. We have sub-millimeter accuracy head tracking and eye tracking.