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Posted 20 hours ago

HTC VIVE Tracker 3.0

£9.9£99Clearance
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They also had a disassembled Vive headset, Vive controller and Vive base station on display, giving me a rare glimpse into the inner workings of this new SteamVR hardware. Overall a very cool afternoon: trying the Star Trek game and getting to see all the Vive tech… thanks Sandbox! SteamVR is a PC based virtual reality system (PCVR) developed by Valve Software, which was first released to the public during 2016 in partnership with innovative Taiwanese smartphone manufacturer HTC who launched the “Vive” PCVR system. SteamVR system (Image by Valve) Again… we never publish sales figures for individual products, butgiven we’re now onto the third generation of the product – you can tell they’re still very popular. Who was buying it? Was there a difference in terms of users between 1.0 and 2.0? Viveport, the world’s only subscription-based VR content platform, will keep supporting our developers worldwide, and will continue to provide the revenue share model of 80/20 (developers receive 80%, and Viveport receives 20%) this year.

Another option is to treat the entire thing as an IMU augmented 6DOF SLAM problem. You base everything on the IMU data (including position estimation which would normally be unusable due to the extremely rapid error accumulation) and then correct this periodically from the measured beam intersections. That’s much more complex mathematically but potentially more robust because you could use even partial updates when e.g. only 2 or 3 sensors get hit by the beam. Such data would be ordinarily unusable (you need at least 4 hits to estimate a 6DOF pose) but e.g. extended Kalman filter can be “massaged” into being able to incorporate even such incomplete data. Anyhow, none of this is new, here is pretty much the same thing from 2 years ago, including full documentation: HTC delivers wireless VR experiences on par with PCVR, powered by private 5G and edge computing in partnership with Lumen Technologies, helping organizations deploy and scale VR experiences in a portable way.but sorry to deceive, this is just a work in progress and nobody pretended to invent any algorithm here ;) This year, HTC continues to break down the barriers between the real and virtual worlds as part of its Viverse strategy. We are excited to introduce new products and capabilities that make it easier for enterprises and consumers to access high-fidelity VR experiences across different devices, enhance training outcomes, and explore the ever-expanding metaverse. In general, it’s not useful to over-optimize costs for the 1st prototype, but a new one is coming and it will be cheaper… VIVE Business Training is a “one-to-many” control software that allows an administrator to easily launch VR experiences on many headsets at the same time, and remotely guide people in real-time through VR scenarios. HTC is also developing VIVE Creator, which will allow users to generate their own VR experiences in just a few simple steps. The user only needs to upload an image or video, place 3D models, then publish the VR experience to the VIVE Business Training platform. VIVE Creator greatly reduces the development barrier for VR, thus making it much easier to build content for the metaverse.Additionally, HTC is now developing a new feature to help parents ensure that their children’s VR content is safe and family friendly. Launching new content with XRHealth and MyndVR to improve delivery of care and treatments on VIVE Focus 3 and expanding enterprise capabilities on VIVE Flow.

Likewise, Viveport, HTC’s VR app store, continues to embrace cutting-edge technology which makes it easier for developers to publish their content across more devices. Viveport supports OpenXR, which is expected to become the industry standard in 2022. Developers can currently deploy OpenXR-compliant applications to a wide range of devices, and upload OpenXR versions of their content directly to Viveport. The CES Innovation Awards named VIVE Pro 2 as an Honoree for its crystal clear and super smooth animations. With a stunning 5K resolution display and ultra-wide 120-degree field of view, VIVE Pro 2 pushes the boundaries of productivity, creation and play – delivering seamless high-fidelity experiences like After the Fall, one of the newest titles on VIVEPORT and a visual showcase for high-end PCVR gaming. Users can now access a high-quality, wireless VR experience that is seamlessly streamed in the cloud and is easily scalable – without a wired connection to a PC or server. Traditionally, the highest fidelity VR content is delivered to a VR headset by connecting directly to a high-powered PC or a rendering server. The quality of rendering through this new 5G solution is unparalleled because of its low-latency links to GPU processing power. Alternatively, content can be loaded onto a wireless, all-in-one HMD and rendered locally, but the rendering is subject to the headset’s chipset GPU limitations. In both cases, the user requires a wired connection, which introduces economic and physical limitations, and limits the use cases for organizations.Vive” itself has now become HTC’s brand name for all things VR-related, so it’s being used for more recent PCVR systems like “Vive Pro 2” and “Vive Cosmos”, as well as standalone systems like “ Vive Focus 3” and “Vive Flow”. Vive was a PCVR system from HTC using Valve’s “SteamVR 1.0” technology. It was known as “Revive” during development, then as “Vive Pre” for the developer edition, before launching an almost identical consumer version called “Vive” in April 2016. Additionally, base station 2.0 offered support for up to 4 base stations working simultaneously in the same playspace whereas base station 1.0 was limited to 2 base stations.

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