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HTC VIVE Tracker 3.0

HTC VIVE Tracker 3.0

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HTC VIVE also recently released a software update that provides greater accessibility and improvements to the overall user experience of VIVE Flow. Delivering Best in Class Immersion

HTC VIVE is working with XRHealth, the leader in extended reality and therapeutic applications, to provide greater access to care with new virtual treatment rooms. The rooms will offer a variety of treatments including physical therapy, occupational therapy, and pain management. Anyhow, none of this is new, here is pretty much the same thing from 2 years ago, including full documentation: 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?

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. 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. In working with partners across many verticals including healthcare, training, and entertainment HTC VIVE is forming a comprehensive ecosystem that enables people to create, discover, and connect in meaningful ways. HTC will debut its first portable, private 5G experience with Lumen Technologies, enabled by edge remote rendering and private 5G on a wireless all-in-one headset, VIVE Focus 3. The Lumen low latency edge platform, focused on supporting performance-intensive workloads of the 4th Industrial Revolution, helps HTC support transformational use cases like enterprise training, assisted operations, and virtual collaboration.

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. With Oculus making their long play and Valve directly entering the market, HTC soon realigned their sights on the more lucrative Enterprise market where its possible to actually make a profit from hardware. Consumers have signed up for HTC’s subscription based software access, whilst more recently HTC made an early move to start laying foundations for the Metaverse. 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. We have a great relationship with Valve – we released two new SteamVRproducts in the past year. We can’t comment on behalf of Valve but we’re definitely excitedabout our role in the SteamVRecosystem. 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.As the metaverse builds momentum, providing virtual treatment rooms will be paramount,” says Eran Orr, CEO of XRHealth. “Providing virtual treatment for patients is going to enhance all clinician practices by offering the most innovative solutions to anyone, anywhere.”

NOTE: I just tested with other roles(Left Shoulder) and it did show up in "TEST CONTROLLER", but in content, I couldn't get input. For example, the latest hit VR games available on Viveport Infinity, such as Swarm and Zombieland: Headshot Fever, are all OpenXR-ready. Throughout 2022, it’s expected that significantly more OpenXR-compliant content will become available on Viveport, all-in-oneversions of select VR apps are expected to arrive in mid 2022. 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. 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.Networked PCs allowed guests to try out the awesome new 1-4 player experience using a room full of HTC Vive VR headsets and motion controllers. The room was setup on 2 levels so it felt like being on the bridge, whilst for solo guests the software offered an “AI” crew to fill in the empty stations. Whilst waiting for my Bridge Crew session, I wandered downstairs and found Sandbox’s technology showroom, containing all kinds of cool tech demos and gadgets. Bridge Crew (Image provided by Rob Cole) 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”. The 4th Industrial Revolution is here and is driving new technologies, powered by huge amounts of data, that are changing the way we live and work. Now, organizations can feel confident transforming their operational functions to better tap into these high-touch training, assisted operations, and continuous workforce improvement technologies. High-fidelity, low-latency wireless VR experiences can be run anytime, nearly anywhere – giving organizations a real tool to move enterprise training, operations, and collaboration forward.

We would love to see pull requests from experts who can share their knowledge. This is an open source side project and the entire team is made of volunteers! 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. We actually have a working fusion prototype which is way too messy to push now, but it’s true, it should be on github! (soon ;p)notice that the gadget in the video uses 2 base stations (unlike Vive which works with even a single one) because they seem to be using the very basic & primitive triangulation calculation method instead of doing a proper perspective-n-points solution. If you search, and read a bit more in the logs, you will notice that we actually started from the project you mentioned.



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