Remove Google Remove Latency Remove Motion Capture
article thumbnail

Hands-on: Vive Focus 6DOF Controllers ‘Chirp’ & ‘FinchShift’ Tested Back-to-Back

Road to VR

Image captured by Road to VR. That said, I was never thrown into something I play often like Beat Saber (2018) to really get a feel for the controller’s tracking latency, so just how it stands up to even PS Move or Windows VR headsets remains to be seen. FinchShift – Full FOV, But Lacking Precision.

article thumbnail

China shows its masterplan to lead Virtual Reality in 2025

The Ghost Howls

The document is divided into nine parts: I will report them here, as a small summary of mine, together with the full text translated with Google Translate (so, RIP English), if you want to read it. Development of robust, millimeter-accurate interior-out tracking and positioning devices and motion capture devices. Introduction.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The XR Week Peek (2020.10.26): DecaGear is an intriguing VR headset, HTC is working on a new device, and more!

The Ghost Howls

Viveport is improving a lot, and now HTC is also launching the Vive XR Suite , which will be distributed thanks to the support of a strong network of partners like HP, NVIDIA, Baidu (the Chinese Google), and Accenture. Vive XR Suite is HTC’s full enterprise suite for remote collaboration. Learn more.

HTC 456
article thumbnail

The Ghost Howls’s VR Week Peek (2019.10.06): Vive Cosmos has a mild launch, Quest updates its runtime and much more!

The Ghost Howls

An optimized passthrough for the Quest, with better resolution, latency and depth perception. IKinema was a company working on motion capture and had developed a great solution that lets people animate a full-body avatar with just some Vive Trackers on their limbs. It works incredibly well; Passthrough+. Apple acquires IKinema.

article thumbnail

A Work in Progress: Virtual Reality

VRScout

As of January 2016, Google Cardboard has shipped over 5 million units. VR faces many challenges when approaching content creation: latency, SIM sickness, limitations in tools available for building, high expense, lack of vernacular/rules, and very little monetary return on investment. VR Consumption, 2016. Samsung Gear VR expected 3.5