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HTC today announced Vive Flow, its latest standalone VR headset. While the company just recently released the enterprise-focused Vive Focus 3, the Vive Flow aims for the consumer market with a compact size and feature-set that HTC has designed around casual entertainment and wellbeing apps. Image courtesy HTC. Accessories.
HTC earlier this month revealed a 6DOF controller dev kit for the Vive Focus standalone headset. When HTC revealed the Vive Focus 6DOF controller dev kit earlier this month , the company wasn’t ready to share details. New details have emerged about the device this week.
Options like hand-tracking and eye-tracking have made their way into the offering, and now ultrasonic tracking for 6DOF controller input is available, as noted in a press release by Goertek , the manufurating partner of the Snapdragon 845 VRDK.
The hardware consisted of blue HTC Vive Pros connected to the gaming PCs above. The HTC Vive Pros were tethered, so there was no latency but the game did have a peculiar dense, dreamlike aspect to it, which often stems from lower refresh rates. Perhaps more like 60fps or 45fps with reprojection to 90hz?
But we could see that change in the near future, thanks to research from Google which details a system for low-cost, mobile inside out VR controller tracking. But both headsets have controllers which track rotation only, meaning that hand input is limited to more abstract and less immersive movements. .”
HTC’s latest VR headset, Vive Cosmos, is just around the corner. In a meeting at HTC’s Vive office in San Francisco this week, I got to go hands-on with the Vive Cosmos headset. Hand-tracking is another story. This week Road to VR got a preview of the headset ahead of its October 3rd launch.
While high-end headsets like the Rift and Vive use external sensors for positional tracking, the Windows VR headsets use a fully ‘inside-out’ solution which eliminates the need for external trackers and simplifies setup, but certainly makes hand-tracking more challenging.
While the Vive Focus initially launched with a single 3DOF controller, HTC recently announced a dev kit add-on which brings a pair of 6DOF controllers to the standalone headset. We got our first chance to try out the system today at an HTC press event in San Francisco.
If you’re not amazed because many XR applications have built-in handtracking, remember that your hands need to be in view of the headset’s cameras for handtracking to work. You can do it with your hands behind your back. “The Not so with StretchSense. StretchSense. You can do this in a pocket.
Tracking: Inside-out tracking and handtracking. Controllers: Two wireless hand-held controllers. HTC Vive Pro 2. Tracking: Two external base stations for full-space tracking, inside-out tracking for handtracking including per-finger tracking on the controllers.
Usens is one of the early developers of hand and headtracking tech; according to the announcement from the company this investment will help launch new and improved non-controller hand and headtracking tools. Tracking is critical to ARVR experiences,” said Anli He, CEO and co-founder of uSens. “As
The device leverages eye tracking, handtracking, and voice detection to enable a controller-less environment that simplifies immersive exploration by allowing users to interact with their surroundings naturally using their bodies. Compared to competitors The specifications for Apple’s headset are promising.
Later, the HTC Vive powered over PC by SteamVR promised to pair with your phone to keep you connected while in VR. enjoy a simple head-tracked game like Proton Pulse inside a literal cardboard box – just as you can today on a $3500 Apple Vision Pro. 0:00 / 1:14 1× Playing Call of Duty Warzone in VR via iPhone AirPlay Mirroring.
” Headtracking is an essential part of all mixed reality technology, both VR and AR, and the so-called inside-out variety in a VR headset makes set up dramatically easier. . “This means shifting from being a HoloLens-focused mixed reality company to a Windows Holographic focused mixed reality and virtual reality company.
Regarding what components have been opensourced, Google states that “The open source project provides APIs for headtracking, lens distortion rendering, and input handling. HoloLens 2 is an amazing device, with a decent FOV, eye tracking, and handstracking, that for sure will make many companies happy.
The judges will award points based on your head and hand dancing performance, awarding between 1 and 10 points. Handtracking (via Leap Motion) and positional headtracking (via the Oculus Rift DK2/CV1 or HTC Vive) is required. How are the contestants judged? How does the competition work?
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