O'Brien sees the included VR controllers as possibly becoming optional one day, even maybe being left out of the box and bought separately, but not yet. And if you're going to have these big eye relief areas inside of these headsets, they're going to stay really big." "For now, what we can do is just try to address the majority of the market as best we can with these types of setting changes, because we have to get the headsets lighter. "As we get to much lighter glasses, people will probably be bringing more of their prescriptions to it in the future," says O'Brien. My concern is about the limited prescription options at the moment. The headset doesn't work with glasses: instead, it has prescription-adjusting diopter dials inside. O'Brien sees cloud computing, driven by eye tracking's ability to compress graphics data via a technology called foveated rendering, as a way of eventually shrinking the processors on future headsets, getting smaller and fitting on more people. "If you think about the streaming business, these streamers, these TikTokkers, all these kids that create the really compelling, fun experiences that just keep drawing you back in? That's not in the metaverse today, We need to create more opportunities for less sophisticated immersive content creators to get involved, and then create more economy." "I think developers will be using cloud computing, being able to actually get their content into the metaverse much faster, and much more efficiently," he said. O'Brien acknowledges that the sticky, mass-market appeal of VR and AR aren't here yet. ![]() But HTC already has its own line of wearable VR body trackers and wristbands, and more accessories could follow. The headset's controllers are the same standard ones that HTC has for the Vive Focus 3, which follow the same game controller-like playbook as the Meta Quest 2 and others. ![]() While the hardware doesn't have its own eye-tracking tools onboard, eye- and face-tracking add-ons are coming later in the year.
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