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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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A Brief History of Virtual Reality at CES

Road to VR

Wedged somewhat inconsiderately at the very start of every year (it’s OK CES organisers, no one in the tech industry have families they want to spend time with), the annual Consumer Electronics Show held in Las Vegas is still the biggest event for hardware in the world. We’ve not heard anything of them since.

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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! .

Oculus 374
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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.