Valve, SMI and Tobii Preview VR’s Eye Tracking Future In HTC Vive

UploadVR

Another is more robust hand and finger tracking , so the incredible variety of quick and precise movements in your hands are accurately represented in a virtual world. A look inside a headset with eye tracking from Tobii. Higher Resolution Headsets May Need Eye Tracking.

Top Investors Discuss VR and AR Strategies and Opportunites at IMMERSE 2016

Road to VR

Business leaders gathered at this year’s Seattle based IMMERSE Summit ( previously Sea VR ) to explore how VR/ AR and Mixed Reality is transforming manufacturing, design, education, health and medicine and much more.

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Prototype VR Hardware Photos From Valve’s Index Briefing In Bellevue

UploadVR

For those unfamiliar, the teams at Valve developed critical tracking and display technologies which, in 2014, helped convince Facebook CEO Mark Zuckerberg (see blurry photo below) that Oculus would be a smart investment in a future computing platform. Vive Pro adds more resolution, Vive Wireless Adapter gets rid of the cord to the PC and the latest Vive Pro Eye tacks on eye tracking to the already shipping design for around $2,000.

HTC Pushes Back On Reports of Declining Headset Sales

Road to VR

Despite supposedly slumpish hardware sales, companies like Facebook are throwing massive amounts of money at the next generation of VR, already having reportedly paid over $88 million in Seattle-area real estate this year alone for their new Oculus hub.

HTC 142

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

XR for Business Podcast

They were based out of Seattle. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind of pushing XR forward, and other times from some of the major players -- like the Valves, Oculus, Unity, Google -- developers who were in VR building and creating and kind of the aggregated knowledge from the people actually building, the developers and designers.

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

XR for Business Podcast

They were based out of Seattle. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind of pushing XR forward, and other times from some of the major players -- like the Valves, Oculus, Unity, Google -- developers who were in VR building and creating and kind of the aggregated knowledge from the people actually building, the developers and designers.