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FOVE Launches Pre-Orders For Eye-Tracking VR Headset FOVE 0, Starting at $549

It’s been a long road for FOVE, the creators of the eye-tracking VR headset that hit Kickstarter last summer, but today the company launches pre-orders for their first commercially available product, the FOVE 0. Pre-orders start at a special discount price of $549, available from today until November 9 at 8 a.m. PT (local time), with the price going up to $599 afterwards. The FOVE 0 will be sporting a single WQHD OLED 2560×1440 display (1280×1440 per eye), 70Hz refresh rate, and about a 100° field-of-view (FOV)—not exactly on par with current PC VR headsets like the Rift and Vive, which both boast higher refresh rates, slightly higher FOV and dual displays for better interpupillary distance (IPD) fit. FOVE however is all about the eye-tracking, and with…

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Greenlight Insights Forecasts U.S. Virtual Reality Revenues to Reach $38 Billion in 2026

Greenlight Insights Forecasts U.S. Virtual Reality Revenues to Reach $38 Billion in 2026 “New ‘Virtual Reality Industry Report’ includes 10-year forecast and offers the most comprehensive long-range view of the global VR/AR industry.” The global virtual reality industry will experience very modest growth during the next two years, according to a new 10-year forecast by Greenlight Insights, the global leader in virtual and augmented reality market intelligence. In its Virtual Reality Industry Report: Fall 2016 edition, released today in partnership with Road to VR, Greenlight states total U.S. VR revenues will be in an “inflexion zone” for the next five years, and then reach $38 billion in annual revenues in 2026. “The Playstation VR launch and Microsoft’s entry are important…

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Facebook Details Social VR Avatar Experiments and Lessons Learned

Facebook says they want to launch an official social VR experience “as soon as possible;” to get there the company has been experimenting with various approaches to find out which avatars work best for social VR interaction. During the opening keynote at Oculus Connect last month, Facebook CEO Mark Zuckerberg excitedly showed the latest version of the company’s forthcoming social VR experience. As he put on the headset for a live demonstration, one of the first things he said to his virtual friends was “your avatars look a lot better than the last time that you showed me…” He was referring to an older Facebook social VR demo showed off earlier this year which featured more ‘holographic’ style avatars which…

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HTC VR Rock Climbing Video Game Fail

This guy is so immersed into his virtual reality rock climbing experience that he slips and falls in both virtual and non-virtual realities. Maybe rock-climbing is not your thing, dude. If you check the background you will notice a certain guy popping up to check what the heck happened and then going down again, probably to laugh out loud. Related Posts http://www.virtualrealitytimes.com/2016/11/01/htc-vr-rock-climbing-video-game-fail-video/http://www.virtualrealitytimes.com/wp-content/uploads/2016/11/maxresdefault-1-600×338.jpghttp://www.virtualrealitytimes.com/wp-content/uploads/2016/11/maxresdefault-1-150×90.jpg2016-11-01T17:50:24+00:00Pierre PitaUncategorizedThis guy is so immersed into his virtual reality rock climbing experience that he slips and falls in both virtual and non-virtual realities. Maybe rock-climbing is not your thing, dude. If you check the background you will notice a certain guy popping up to check what the heck happened…Pierre PitaPierre Pita[email protected]EditorTrue gamer and very passionate about gadgets and…

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List of Solutions for VR Sickness

Virtual Reality sickness symptoms are very similar to those of motion sickness that are caused by an exposure to a virtual reality environment. Some of the most common symptoms are disorientation, headache, discomfort, nausea, stomach awareness, vomiting, fatigue, sweating, pallor, apathy, and drowsiness. Some other symptoms include retching and postural instability. Virtual Reality Sickness – Causes and Solutions There are two main theories about the possible causes of VR sickness: Sensory conflict theory: This theory holds that VR sickness occurs when there is a mismatch between what our eyes see and what our body is actually doing. So if you are moving in a virtual environment, these images you see induce a perception of self-motion. But you are not actually moving…

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Production and Omni SDK

Our production continues at a slow but steady pace. The first Kickstarter backers have received their units at their homes. See a few pictures below of day-one Kickstarter backer Joseph Houff with his Omni: Please note that our pace of production is currently slow. We fully inspect each unit before it leaves the assembly line in China, and then we ship the units to our headquarters in Austin for reassembly and rigorous repeat inspection. Quality control is our biggest concern and will constrain our output for the next several months. To permit enhanced inspection, we are currently shipping units to the U.S. only. We apologize for the long wait. We appreciate your support and understand if your circumstances have changed….

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Motion & Gesture Interfaces Key to VR and Wearables’ Market, with nearly 500m Devices Using the Technology by 2021

‘Minority Report’ interfaces redefine emerging computer interactions, but need major reinvention to go mainstream” A new study from Juniper Research has found that gesture and motion control will become vital for certain forms of human-computer interaction in the coming years. The use of the technology in smartphone-based VR (Virtual Reality) will be particularly important in driving up usage. Juniper forecasts 128 million devices by the end of 2016, rising to 492 million by 2020 — a growth of over 280%. Wearables and VR to Lead The new research, Gesture, Motion & Haptics: Future Use Cases, Shipments & Revenue Forecasts 2016-2021, found that great progress has been made in the development of gesture and motion interfaces, from companies such as Leap Motion…

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Cardboard Apps Can Tap into Enhanced VR Performance on Daydream Phones

A spokesperson for Google’s VR team has confirmed that Google Cardboard applications will be able to benefit from the enhanced VR performance that’s baked into Daydream ready phones. Cardboard was Google’s first step into virtual reality. Wanting to introduce as many people to VR as possible, the company developed Cardboard with the lowest common denominator in mind; they wanted any modern smartphone to be able to inexpensively experience VR with a cheap VR headset literally made out of cardboard. Daydream, on the other hand, is the company’s initiative for high-performance mobile VR on Android. Thanks to a combination of hardware optimizations in specialized ‘Daydream ready’ phones and software optimizations in the latest version of Android, Daydream apps perform much better…

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Can We Really Expect Gaming Graphics to Get Any Better?

Image courtesy of Alexey Vinokurov under CC BY 2.0.With every passing year, we see gaming graphics improve bit by bit. Games like The Witcher 3 and The Last of Us are amazing examples of the potential for video games to convey realism, while Sony’s new PS4 Pro offers gamers the ability to play games at 4K. With new developments in video game graphics, it seems that we are not far off from experiencing photorealistic graphics in video games and VR titles. Exactly how long will we be waiting? 4K Resolution Is the First Step Image courtesy of Joshua | Ezzell.The introduction of 4K resolution graphics in VR headsets is the first major step towards photorealism in gaming. 4K per eye…