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The XR Week Peek (2020.08.03): OpenXR is taking foot, new cool features found inside Oculus runtime, and more!

The Ghost Howls

An eye-tracking accessory built for Vive should work with Rift as well, and so on. And it is not stopping here: OpenXR has just added new extensions for hands and eye tracking , and a company like UltraLeap has just released a beta implementation for its hands’ tracker. But I want to be positive about this… go OpenXR! .

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Vrgineers Announce Wireless Module for XTAL Ultrawide FOV Headset

Road to VR

We’re here in Las Vegas, and will be visiting the Vrgineers/Somnium booth to gather our impressions. EYE TRACKING. POSITIONAL TRACKING. Unity, Unreal and other game engines plugins. FIELD OF VIEW. 180° horizontal, 90° vertical. ADVANCED FEATURES. Foveated Rendering, Timewarp. 600 g / 21 oz.

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Building a Better 360 Camera from Consumer to Pro, with Insta360’s Michael Shabun

XR for Business Podcast

So you’re basically saying, most people’s eyes — well, everybody’s eyes — only see in the middle 5 percent of what you’re looking at any given time. But that would be even more so as we get eye-tracking involved. Is that correct? Michael: That’s it.

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Building a Better 360 Camera from Consumer to Pro, with Insta360’s Michael Shabun

XR for Business Podcast

So you’re basically saying, most people’s eyes — well, everybody’s eyes — only see in the middle 5 percent of what you’re looking at any given time. But that would be even more so as we get eye-tracking involved. Is that correct? Michael: That’s it.

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Building a Better 360 Camera from Consumer to Pro, with Insta360's Michael Shabun

XR for Business Podcast

So you're basically saying, most people's eyes -- well, everybody's eyes -- only see in the middle 5 percent of what you're looking at any given time. But that would be even more so as we get eye-tracking involved. They used to actually just build virtual experiences and it would use gaming engines like Unity and Unreal.