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The strap, which is a firm but flexible material, wraps around to fit snugly under what Wikipedia scholars refer to as the occipital bone. Giving it a few good shakes, I was confident that it was firmly stuck to my head even without the need of the optional top strap. Image courtesy Microsoft.
Not only that, but the pair have also successfully integrated SMI’s tech into select HTC Vive units. Firstly, the tech is vital for foveated rendering, a term that refers to a VR experience only fully rendering its graphics directly in the center of where a user’s eyes are looking.
earlier this month announced a reference design for an eye-tracking headset that uses its Snapdragon chip. Fove ran a Kickstarter campaign, raising $500,000, and eventually got $13 million in financing from investors including Samsung Electronics Co., and HTC Corp. Qualcomm Inc. game maker Colopl Inc., founder Masayoshi Son.
HTC has sold an estimated 100k Vives. Many currently refer to virtual reality content creation as the “wild west” since anything goes. Fove has created an eye-tracking headset, which other headset manufacturers may seek to include in future iterations. Gen Z is the the most passionate segment in VR.
In the months following the release of both the Oculus Rift and HTC Vive both Nvidia and AMD have upped their game with more powerful GPUs, like the GeForce 1080 and more affordable offerings like the Radeon RX 480. Companies are starting to dabble with foveated rendering but we only have eye-tracking in one VR headset, FOVE.
The HTC Vive is arguably the best out there, but having to buy a souped-up laptop just to run it, paying full price for brief games that feel more like demos, and trailing a huge cable off your head and fumbling to mount trackers on your ceiling…it’s not ideal. Eye tracking: Fove: Eyefluence: SMI: Bladerunner (film). Avatar (film).
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