Vive Pro Eye Now Available For Purchase In North America

VRScout

Professional-grade VR eye-tracking for $1,599. HTC announced today their Vive Pro Eye VR headset is now available for purchase in North America through Vive.com and select retailers. News Eye Tracking HTC Vive Pro Eye

Varjo Launches VR-1 with Retina-quality Fixed-foveated Display & Eye-tracking, Priced at $6,000

Road to VR

The VR-1 also includes custom-made eye-tracking which the company claims delivers “unmatched precision and accuracy” in a stereo eye-tracking solution. SteamVR Tracking 2.0 Varjo today announced the launch of its VR-1 headset.

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Vive Pro Eye Now Available in Europe, Starting at €1,700

Road to VR

HTC opened up orders in Europe today for their latest VR headset, Vive Pro Eye , a version of the company’s enterprise headset with integrated eye-tracking. The post Vive Pro Eye Now Available in Europe, Starting at €1,700 appeared first on Road to VR.

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Showing Off VR 2.0 at #CES2019

Tech Trends VR

So by that measure, Pimax over-delivered at CES 2019 with its Leap Motion bundle featuring 8K VR headset with built-in speakers, 200° FOV and optional eye tracking being developed in partnership with 7invensun.

Varjo Promises “Human-Eye” Resolution With VR-1 Headset

VRScout

Varjo’s professional-grade headset features retina-grade resolution and eye-tracking functionality. The text quality, combined with eye tracking, makes this the first headset to move us closer to virtual reality feeling real. Tracking: SteamVR Tracking V1.0 + V2.0.

HTC's most powerful VR headset is now available for $1,599

Mashable

HTC's most-advanced VR headset, the Vive Pro Eye with built-in eye-tracking, is now available in North America. At $1,599, the Vive Pro Eye is double the price of HTC's Vive Pro , which was released in 2018.

First 13? VR-Ready Laptop Now Available From Alienware

UploadVR

Alienware’s VR ready 13” is available to order starting today in North America, has a base model that retails for $1199, and an OLED screen option (first gaming notebook with this option) for $2099.

How Sinespace May Have Already Beaten Linden Lab To The Second Life Of VR

UploadVR

Considering they’ve barely made a peep in North America and aren’t even on Steam yet, that’s pretty impressive. Obviously this feature is only for non-VR users, but it’s remarkable to think about the applications once eye-tracking becomes more ubiquitous.

Our First Look At Microsoft HoloLens 2

VRScout

To do that, it had to pass the basic impact tests from several protective eyewear standards used in North America and Europe. Microsoft debuts their latest mixed reality device at Mobile World Conference 2019.

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

XR for Business Podcast

He's the marketing director of Insta360 and leads North American marketing strategy, partnerships and communication efforts. Michael specializes in helping overseas brands build their presence in North America. 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.

XR's School for Innovators, with Circuit Stream's Lou Pushelberg

XR for Business Podcast

Circuit Stream's story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. So you mentioned travelling across North America. Circuit Stream's story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. If you want to master something, teach it."

XR's School for Innovators, with Circuit Stream's Lou Pushelberg

XR for Business Podcast

Circuit Stream's story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. So you mentioned travelling across North America. Circuit Stream's story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. If you want to master something, teach it."

Retraining for a Post-Retirement World with VRVoice's Bob Fine

XR for Business Podcast

And that's just in North America. I guess I'm starting to see a similar parallel track, in terms of the VR industry today, to what happened with PCs and gaming consoles 30 years ago. In America, you've got 300 million people; you've got a few people at the very top, a middle class, and then people at the bottom. The other thing that they've got coming is eye tracking for their VIVE.