Forums - Gaming Discussion - HTC VR announcements CES 2019 - Vive Pro Eye, Vive Cosmos

HTC Vive Pro Eye

 

 

Main features are eye tracking, foveated rendering.  Specs haven't been announced, yet.  

https://www.theverge.com/2019/1/7/18172700/htc-vive-pro-eye-tracking-virtual-reality-headset-features-pricing-release-date-ces-2019

Edit (thanks Lafiel)

Seems to be the same specs as the Vive Pro.

https://www.vive.com/de/pro-eye/

HTC Vive Cosmos

 

 

Specs also haven't been announced.  No external sensors.  Designed to be plug in and play.  

https://www.theverge.com/2019/1/7/18172740/htc-vive-cosmos-vr-headset-announce-ces-2019

Also announced Firefox VR, VivePort Infinite.  

Last edited by the-pi-guy - on 07 January 2019

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judging by this site https://www.vive.com/de/pro-eye/ the specs for the Vive Pro Eye are the same as the Vive Pro, just with added highspeed eyetracking and I think I heard they put better cams on the front of the visor



Looking forward to eye tracking. Could be a big step in convenience and interaction. Hope it delivers here.



TallSilhouette said:
Looking forward to eye tracking. Could be a big step in convenience and interaction. Hope it delivers here.

It can do wonders for interaction as well, however the most important feature is foveated rendering. The higher the max resolution of the headset the bigger the savings become from foveated rendering. An 8K90 VR headset could cost lest resources than a 4K60 game on a screen if eye tracking and foveated rendering work well.

I'm glad to see high speed eye tracking being offered in 2019, gives me hope for it to be included in psvr 2 when it comes out.



sweet, nice updates coming to vr



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SvennoJ said:

I'm glad to see high speed eye tracking being offered in 2019, gives me hope for it to be included in psvr 2 when it comes out.

Yea, eye tracked foveated rendering (ETFR) would be an extremely good tool in a console environment and I personally hope that is Sony's focus over wireless VR implementation. The reason why I think these techs are not really compatible at this point is the extremely low latency (<2ms) and super high bandwith needed for ETFR to realiably send back and forth the gigantic amount of tracking data (especially if they include 4+ cam inside-out tracking, which is my guess) aswell as the video/audio streams, which I think wireless connections aren't ready to handle. Maybe some sort of laser connection can do it in the future.



Damnit, … I mean.. great to hear. Really…. only added Eyetracking huh?.... oh well.



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | Nvidia RTX 2080 Ti 11GB VRAM | Asus PG27UQ gaming on 3840 x 2160 @120 Hz GSYNC HDR| HTC Vive Pro :3

Reached PC master race level.

Lafiel said:
SvennoJ said:

I'm glad to see high speed eye tracking being offered in 2019, gives me hope for it to be included in psvr 2 when it comes out.

Yea, eye tracked foveated rendering (ETFR) would be an extremely good tool in a console environment and I personally hope that is Sony's focus over wireless VR implementation. The reason why I think these techs are not really compatible at this point is the extremely low latency (<2ms) and super high bandwith needed for ETFR to realiably send back and forth the gigantic amount of tracking data (especially if they include 4+ cam inside-out tracking, which is my guess) aswell as the video/audio streams, which I think wireless connections aren't ready to handle. Maybe some sort of laser connection can do it in the future.

The headset will need some processing build in for eye tracking and inside out tracking. That way it can reduce the data to a simple x,y,z + yaw,roll,pitch vector with x,y for eye position. It would be a waste of bandwidth to send all that video data to the console to be analyzed. The last second reprojection can also be done by the headset to remove any lag with head tracking. Then the headset can double the frame rate locally.

Wireless also has the problem of power supply. Batteries add weight, which adds discomfort or hassle by having to carry the battery pack on your body. Plus it adds costs as you still need to transmit at least a 1080p60 stream to the headset, likely 4K60 next gen, while compression and wireless transmission adds extra lag plus compression artifacts are more visible when blown up to 100 degrees fov. 1080p60 8 bit is already 2.8 Gbps of uncompressed data.

You can always offer both or a wireless add on, like a replacement cable with small battery pack to be carried on your body.



Foveated rendering is gonna be huge..... it greatly reduces how demanding VR is.

What benefits the most from something like this?
A console.

Hopefully PSVR 2 has this feature.

 

Has Vive Said anything about the price for this?



JRPGfan said:

Foveated rendering is gonna be huge..... it greatly reduces how demanding VR is.

What benefits the most from something like this?
A console.

Hopefully PSVR 2 has this feature.

 

Has Vive Said anything about the price for this?

No known prices, yet. But I guess you should expect around 1000€-1100€ just for the HMD. 



Intel Core i7 8700K | 32 GB DDR 4 PC 3200 | ROG STRIX Z370-F Gaming | Nvidia RTX 2080 Ti 11GB VRAM | Asus PG27UQ gaming on 3840 x 2160 @120 Hz GSYNC HDR| HTC Vive Pro :3

Reached PC master race level.