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FOVE Begins Shipping $599 Eye-Tracking Headset this Month

Road to VR

Eye-tracking is oft called the ‘next generation technology’ for VR headsets—lest we forget FOVE , the creators of the world’s first commercially available eye-tracking VR headset, the aptly named FOVE 0. This is the culmination of a two and half year adventure,” said Yuka Kojima, co-founder and CEO at FOVE. “We

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‘Sword Art Online’ Is Getting An Official VR Experience On FOVE

UploadVR Between Realities podcast

What I mean to say is that this is a popular anime and manga series set in the year 2022 in which the titular MMORPG traps players inside its virtual worlds. The experience is actually coming to eye-tracking underdog, FOVE 0. We’ve reached out to FOVE about the possibility of a western release. But it might be soon.

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FOVE Eye-tracking Headset Gets Final Specs and Pre-order Date

Road to VR

FOVE has announced that their first eye-tracking VR headset, the FOVE 0, will open for pre-orders on November 2nd, and has also released the final specifications of the device. Much like Oculus, FOVE began as a successful Kickstarter which raised $480,000 , nearly twice its goal, back in mid-2015. FOVE 0 Specifications.

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How Eye Tracking is Driving the Next Generation of AR and VR

VRScout

When done well, these systems could enable virtual displays that respond to natural, even subconscious, cues from the user. It could be the beginning of a truly immersive virtual experience. In January of 2017, FOVE, a Japanese VR startup, released the first eye-tracking VR headset. Industry Is Changing.

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‘Esper’, ‘Gang Beasts’ Dev Coatsink Going All-In On VR, Working On Three New Games

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Currently the only prominent new VR hardware on the horizon we can think of is Vive’s new tracker , which can be stuck to objects to bring them into the virtual world. There’s also PS VR’s Aim controller , which is currently only confirmed to support upcoming exclusive, Farpoint.

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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. The purple lines represent what caught my eye in that virtual world over that length of time.

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The VRScout Report – The Week in VR Review

VRScout

Movement is a big issue in virtual reality, and developers have to be careful to make sure users are not nauseated by vestibular mismatch (your brain/eyes say “I’m moving” in the virtual world which contradicts your inner ear/balance which say “I’m stationary” in the real world).

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