Intel Begins Exploring Virtual Reality
Intel has also placed its foot in VR.
In the Game Developers Conference on March 13-18, 2016 Intel was at the forefront to prove to attendees that the VR experience is great and it should be available to the public on a large scale.
Intel has examined and paid attention to the fact that VR has now become a desire of the market as the public has been long awaiting for this new invention.
Intel itself has invented a Real Sense eye tracking technology after it funded the eye tracking startup named Tobii in 2012.
The Intel eye tracking system is a step forward as it even detects the facial movements and the gestures of the person.
This development could help people outside of the VR world but it has many uses within the VR world. The developers of VR products can now use the eye tracking system by Intel.
Kim Pallister, Intel’s Director of Content Strategy, has stated, “RealSense can inform the simulation of where the user is looking. This can be used for UI (user interface), or for animating avatars and such.”
Intel has also taken steps towards sports entertainment as they recently purchased the company, Replay. Intel has a full team working to turn big initiatives into reality.
There’s another way Intel and similar companies may be able to capitalize on VR.
People will need to upgrade their PC hardware when they are paying for an HTC headset or the Oculus Rift. They are already going to be spending $599-799, so they will then potentially be willing to spend the additional money to upgrade their PC to actually use the headset.
Intel is stepping in here and looking to take advantage of this opportunity.
Hardware to upgrade a PC via an AMD graphics card, is about $300. Gene Munster, Piper Jaffray senior analyst predicts that just about 10% of PCs do support the HTC Vive or Oculus Rift. Intel has launched the VR Ready initiative for customers to see if there PC is able to run VR platforms or not. Facebook and HTC will also be providing several hardware options.
Kim Pallister, Intel’s Director of Content Strategy, says, “2016 is when more VR-capable hardware and software will hit the market and potentially see the tipping point in its adoption. As more and more people experience the technology, you will see more OEMs bringing VR-ready PCs to the market.”