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

UploadVR Between Realities podcast

Dinosaur kicking for $300 is certainly funny, but it’s also a great example of a broad effort by developers and hardware manufacturers to make virtual worlds more responsive to human behavior. Social interaction in VR with current consumer technology is fairly awkward. FOVE is distributing a eye-tracking headset too.

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90% of Chinese VR Startups Have Gone Bankrupt. Here’s Why That’s a Good Thing.

VRScout

Research about this rapid decline was conducted and issued by iiMedia Research, a third-party data collector and analyst of technological digital platforms. In October, we wrote about how HTC took the lead in opening the first Vive-branded cafe in Shenzhen. And this reaches all the way up to the major players. million).

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Oculus Enters The VR Eye-Tracking Arms Race With ‘Eye Tribe’ Acquisition

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According to The Eye Tribe’s website, its technology, allows “eye control for consumer devices that enables simplified and enhanced user experiences. The Eye Tribe intends to become the leading provider of eye control technology by licensing to vendors in the consumer technology industry.”

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SMI Talks Eye Tracking VR Applications & Foveated Rendering

Road to VR

Sensomotoric Instruments (SMI) is a German-based eye tracking company who has released an eye tracking kit for the Oculus DK2 & Gear VR , and most recently for the HTC Vive. See Also: FOVE Debuts Latest Design for Eye Tracking VR Headset. Here’s a recent demo of using SMI eye tracking with the HTC Vive.

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A Work in Progress: Virtual Reality

VRScout

HTC has sold an estimated 100k Vives. Meaning, that the only way we, as content creators, can produce the kind of content we desire, is to work to create the hardware or software solutions as we go. Along with the emergence of the VR industry, a slew of gadgets and supplementary hardware devices have begun to flood in.

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Learn about Headsets

Delight XR

Even though the technology has been around for years, the current generation of products and devices gets closer than ever to the VR’s original promise: getting elsewhere and connecting to whatever matters most to you. With the technology advancing every year, the hardware is getting cheaper and the software base is growing steadily.

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Here’s How 4 Predictions By The Head of Oculus Research Turned Out

UploadVR Between Realities podcast

VR is a demanding process and it’s on GPU manufacturers to provide hardware for consumers that provide believable experiences not just in visual fidelity but also framerate and performance. Companies are starting to dabble with foveated rendering but we only have eye-tracking in one VR headset, FOVE. Was he right?: Absolutely.