Thank you so much for featuring EyetrackVR! It's incredibly rewarding to see my project showcased by the Beyond team with such an awesome HMD! I'm eager to work together to make EyetrackVR even more accessible. Can’t wait to see what the future holds!
Seeing a company actively support and shout out a mod community is so amazing to see. With how anti modding so many companies are nowadays I want to go e you guys big props for actively supporting the eye track community
Its crazy its not more common since companies like this are born out of the modder community. Also sad that company leadership tends to turn on those values with scale.
That a CEO brings this news with such respect, joy and support says they really understanding the audience, community and therefore customers. This gives me way more trust in them then all the big tech companies. Keep it up!
@@badsamaritan8223 I think very few tech startup entrepreneurs (that actually start companies) would perceive a mod as a threat rather than as flattery and inspiration. People who buy up companies as a way to play the maximize profit game on the other hand though...
i don't know much about bigscreenvr as a company, but these nice things tend to go away when companies go public and start having to please shareholders, vrchat itself is a good example of that
@@legerstee1 I'm also hopeful, but reminded of how things went with OSVR. I have an HDK2 as a desk weight, when no real development support materialized, from corporate or community. Steam killed the initiative and support for the open platform as an option.
Eye tracking is main feature I'm looking for even as a sim racer, Foveated Rendering combines so well with eyetracking and every extra frame helps when you can still preserve quality.
Heck yeah! I can't wait for people to finally catch up and encorporate foveated rendering into more and more titles. It should be standard by this point!
I don't know why even Bigscreen thinks eye tracking is a high end feature for social VR. Foveated rendering means that spending $50 for eye tracking can make the difference between using your laptop, or a massive expensive tower PC. Not to mention the intuitive UIs that could bring VR closer to the original immersive promise rather than just a screen on your face.
Yeah big screen and headsets in general only make sense if you have features... 1k for what amounts to a lighter 5 year old index, with a better screen, but over all less features is not a good market pitch... To add insult to injury after adding everything up to equal my index I ended up the big screen being heavier than just sticking with an index. Given though it was a friend's not my exact big screen, and the weight is much better distributed with the big screen. But it was still much heavier overall than my quest pro and I drilled a hole and mounted a tundra tracker on it...
I would love to see y'all work together with Eyetrack VR to bring this to market officially and sell a kit! A more refined look and feature set would make this a must have mod!
@@Constitekgiven big screen’s goals were unlikely to see this as part of the default headset. Eye tracking is ultimately a superfluous feature. It would be nice to see a complete refined module you just attach to the headset though.
Most of people like, don't know how to mod electronic devices and scared to damage them. %80 percent of comments saying they want eye tracking with open source software. just go down in comment section , you will see I am right. If Bigscreen can't understand their own costumers needs, Its their fault@@fatalvenomX
I wonder if it would be possible to run the firmware for the lights and cameras off of the Soc in the headset? This could lower the additional weight needed, and would make A small set of prebuilt rings to add around the optical module more or less the entire add-on. I imagine the reason EyetrackVR didnt do this is because the firmware on the beyond is closed, and it would require hacking the device and then teaching anyone installing the module to do the same. This would be difficult and probably wouldn't make Bigscreen happy. But as an official module these issues could be sidestepped and the module could be made much lighter. Maybe.
@Bigscreen If you do adopt this mod and make it an option with face tracking, I =will= buy your headset. Also huge props for sharing a mod community project in such a way. It's rare for a manufacturer to do this and I love it.
Same. I'd even be happy if it's a removable accessory. Eye tracking is essential for foveated rendering, which is critical for the performance and efficiency required to make VR a 1:1 experience in all AAA games.
It's not like there's "biscreen beyond" marks all over the place, so it's a win-win: more Beyond units to be sold, AND a free/open-source product upgrade, to eventually be sold aswell. That's the nicest commercial and/or market poll I've seen in years, and I'm totally fine with it -it even grows me the want to own an enhanced Beyond.
@@replacesoundboard wow, that makes me wonder if that mainboard could be un-handheld back to fit in a pc case, so you plug a transformer-like device mod in and out of a "real computer".
@@gweltazlemartret6760 I tried replying to your comment, but it looks like my previous comment got nuked by RU-vid for using some forbidden keywords. Short answer is: technically it's a motherboard.
what i appreciate about these guys is they arent like most corporations that are extremely anti-modification, not only are these guys okay with it but they are actively endorsing it and trying to help more people know about it so they can do it too
Lack of eye tracking was the only thing keeping me from buying the Beyond. Instant buy if there's a "no fiddling required"-kit for eye tracking. The screen and form factor with eye tracking is basically the social VR dream!
The irony is: "such a cheap and easy mod" and then do not include it by default... Its not like it would add that much to the price (and they can probably do it for cheaper than the moders)
@@Rubysh88 Not necessarily; R&D cost for fitting these components and keeping the headset as light as possible, engineering the I/O to maintain specs while making space in the connection bandwidth for the eyetracking data (however small that is), additional manufacturing cost for more model/part variants and increased complexity would compound into something that ends up being far more expensive than a homebrew mod where only cost of materials can accurately be represented. Add tooling costs if you don't have the right gear and an estimate for labor time spent assembling + testing the mod and it adds up rather quickly. All said, I _do_ think they could offer a pretty simple DIY/slot-in kit for the Beyond for around/under $100. You sacrifice some amount of comfort and FOV most likely but for the added features given by eye tracking it may very well be worth it.
@@yfnratchet That's all just cope especially with the guy in the video saying you don't "necessarily need eye tracking". You absolutely do for things like foveated rendering and better UI interactions which is something the Apple Vision Pro has done beautifully
I'm a big believer in the potential of foveated rendering, so eye tracking has been a desperate desire for me. Thank you for bringing attention to this mod!
100%. I decided in 2017, when I saw the FOVE VR headset, that it was a dealbreaker for me. I wasn't buying a headset without it. It has been agonizing waiting for this tech to catch on.
Foveated rendering is still in baby shoes. By the time it's actually useful this headset will be outdated. In practical use, eye tracking at the moment is just completely useless outside of VRChat. So unless you're into that there's no point in having it on current headsets.
You should make this a full on accessory for the beyond, it would be an extra conscious weight add to the vr depending on the user. Many people would definitely buy it for VrChat, me included, others might not. It would be a great market move, the only thing that needs to be added is mouth tracking, then I would 100% buy it.
This is why modular VR accessories are the future! Amazingly compact design for something homebrew. These are the types of aftermarket accessories that companies could be producing themselves as a kit!
when a company actually supports and encourages the creative minds of modders you know it's a company worth noting, big screen beyond genuinely seems like a bunch of people just as into vr as we are and not just in it for profit exclusively, they seem to want to push what can be done further in ways other companies won't, and the fact they support and embrace modders gets my respect, create a solid base platform and allow people to make a creative playground with it now that's a solid company.
I have been planning to buy a new vr headset for months and this video has finaly clinched it for me. A developer that is prepared to promote the modders while sticking to their design principles is admirable and speaks volumes about Bigsreen.
I would love to have eye tracking, but I'm lazy and have no interest in learning how to build this. If you offered a kit natively down the line that was plug and play I would definitely purchase it.
If the Beyond had "edge to edge" clarity (like the Quest 3) and eye tracking built in, this would be a no brainer headset for a lot of other folks I believe. Hopefully we'll see both those issues tackled with the Beyond 2.
Same. I decided back in 2017, when I saw the FOVE VR headset, and realized what eye tracking enabled, that I wasn't buying a VR headset until that feature was available, from the factory. This is the dealbreaker for me. It HAS to have eye tracking built in.
Eye tracking for VR is pretty useless at the moment and the coming years. Experimental tech with no use outside of tech demos and VR chat. And what prevents this headset from being a no-brainer headset is the fact that you have to buy base stations and controllers for a whopping additional $600 or so on top of the $999 price (and in Europe it's almost €1400 and the base stations + controllers are more expensive as well, so price of entry there is over €2000). If it was just $999 / €1000 for an excellent OLED headset capable of HDR, then it would be great. But it doesn't have HDR either and you're required to buy expensive additional things to even begin using it. Doesn't have wireless PCVR either. Quite literally the only people that this device can be recommended to is those looking to upgrade from their Valve Index since they already have all of the other required stuff. And even then it's still not cheap since it's $1000 for the headset alone when the Valve Index came with 2 base stations and controllers for $1000.
splashing my face with cold water with how cool it is to see the CEO shout out and give praise and even mention offering official support to an as mentioned "conflicting design choice". As yeah it makes sense, but having the option via such is so cool and glad to have it agreed with
This is amazing! If it's not planned already, the bigscreen should have different official versions with features like this! 👍👍 Big props to the modders!
I really wish you guys would make a "pro" or "XL" version of the Beyond. While I respect your determination to make the lightest and smallest VR headset you can, I'd be more than happy to accept one that was a bit bulkier if it meant getting a wider FOV and higher refresh rate. And if going with adjustable FOV and a standard face gasket would also bring the price down due to the lack of necessity for custom parts, that too.
I agree. This form factor + external tracking + wireless is basically IT. I'd be happy with an external puck for battery and the wifi/encode/decode hardware. Eye tracking is welcome but third in line after wireless and external tracking.
The only works because it's so close to the face. If they went with adjustable ipd and standard face masks, due to the low nits nature of their micro leds, the image would be completely blurry and unusable. They'd have to increase micro led brightness by 10x closer to 2000nits which the visions pro uses and active cooling as well. At that point, with 0 profits, this things would be closer to $2000. Microleds are very new, expensive and very hard to manufacture tech. Making one with 10x big screen bwyoinds brightness is ludicrously difficult, that's why the vision pro is $3500
Why can't ANY tech CEO be this frickin' cool?!? He is promoting an open source mod, with warnings (i.e. IR LEDs), and is genuinely excited that someone modded out one of his product's "faults". Having seen this video, I'm so happy that I already ordered a Beyond which should ship in April....and I'm even building a gaming PC just for this headset (AMD 7950X3D, DDR5 RAM, PCIE 5.0 NVME, and RTX 4080 Super GPU) for my sim racing rig. Again, SO diggin' this guy and his vision. I expect truly great things from Big Screen in the future.
Ok, this is so insanely cool to see. I already loved bigscreen for how accessible it is to mod their headsets and their amazing work considering the absurd design constants; But to openly promote mods that their community has made and offer to work with them to make it even better is just insane and I love yall all the more for it. 11/10
At first I was iffy with buying one of these but now I want to. A company that sells there design for reasonable price and supports modding community! Count me in!
Big screen Beyond 2 wishlist inside and outside tracking- edge to edge clarity- headphones with the head strap already perfect at it- 90hz without downscaling- eye tracking- and of course make it shareable.
Ordered my Beyond a few days ago and seeing both the community do this and you guys highlight it makes me very happy about my purchase, thank you so much
While I don't have a Beyond, I wish I would've supported you over Meta with this kind of community support. Super impressed. Might go to you guys for my next headset.
You've got an awesome product here, and I can't wait for eye tracking to be integrated into the stock unit. Eye Tracking + Foveated Rendering has been the benchmark I've been using for seven years now, to decide when I'm finally going to buy a headset, and the Beyond would be at the very top of my list.
I’m most excited for what it’ll do to the vr market, while I personally want and will get a bigscreen I wanna see other companies try and compete with it.
I am sure yall have heard it before but I (and many others) strongly, _strongly_ implore yall to make a intermediate bigscreen beyond headset that trades a bit more weight for full face (not just eye) tracking, extra fov, and maybe squeeze out 120hz if possible. The bsb is an incredible piece of tech but I would love to see its future expanded beyond the niche it has been designed to fulfill. Now more than ever, we need that middle ground of small and light that has the standards of a modern headset.
Massive respect to Bigscreen. Had it been most any other company - a certain fruit comes to mind - these guys would have been sued for inflicting upon the proprietary design. Bigscreen, on the other hand, not only supports the mod but puts out a video on the company's channel, praising the mod and promising to look into possibly offering a revised version. I'm with a different brand now but you have a future customer in me. Thank you!
Wow! I was just saying that all this needs was to be wireless and have eye tracking. This is great! Now I would love to see this wireless as a standalone (and powerful as the quest 3)
This is exciting! I would love to see a step- by-step video tutorial to make it accessable for us less technically inclined, and I would ABSOLUTELY love to see a ready-made version
This is EXACTLY the right attitude to take! I wish I had the money for a Bigscreen Beyond, I want to support this company. I guess it will have to be enough to just enjoy Bigscreen in my Quest 3 for now! Keep it up, guys!
All the yes! This, cameras that attach to the under portion of the headset for mouth tracking and an attachable wireless adapter for the back of the new audio strap they release. Add all that and it will become the best headset yet with the most interchangeable design, comfort user friendly adaptive device out there!
Out of all HMDs the BigScreen Beyond is exactly the next gen VR Headset I waited for. At the time of the announcement i just bought a new high end pc, so im still saving up for it. Love your design principles in keeping it as light as possible. I use my normal headset over my vive and man, both together are so damn heavy. Even if games coming out kinda slow, the mod community is thriving and cyberpunk for example is above amazing in VR. Can't wait for the upgrade and keep up innovating the VR market!
Yeah this whole "unnecessary" take this guy in the video mentioned kinda irks me when they're pretending to ignore things like foveated rendering and the potential for better UI accessibility for some
I don't know much about how the eye tracking works here, in this case I am assuming for these sensors it won't quite work yet BUT if foveated rendering is ever possible in the future using these mods it'd be massive. Some PC headsets already use foveated rendering eye tracking with PC games like flight sims and it's a gigantic advantage in performance that works insanely well. I think it will be a big feature in the future with a lot of headsets going forward as the PSVR 2 has already proven what a massive advantage it can be and it's not too pricey. Combine that with additional social features and lowering the computer spec requirements making the headset more accessible to run better/further it just makes sense in a lot of cases Amazing showcase by Bigscreen, I love to see them supporting modding and the community. It's super cool and it helps everyone
to me its about lessening the hardware entry level, computer power that is, with eye tracking you can make use of foveated rendering, allowing older/cheaper computers to run the device, this would allow so many more people to buy ones of these!
Foveated rendering right now is still new, experimental and barely works. Besides that, you have no excuse of having an older/cheaper device if you're willing to drop $1500 + on a VR headset with the required additional accessories (base stations + controllers need to be bought separately and don't come cheap). Could be a different story 5 years from now, but gushing about foveated rendering right now is pointless.
Eye-tracking is not just to display eye movements in-game for social scenarios, it's first and foremost a tool to optimize rendering massively to improve quality and performance by knowing exactly where you are looking on the screen.
I would love to see a small headset like the Beyond with built in eye tracking. For now though, this project is amazing! I hope they can manage to improve it even more!
Just take my wallet already, wonderful customer support and when the product works it WORKS so I’m happy to get whatever you put out. You can really see the love in the craft
The thing with eyetracking, is that it's the future, it's not a strandard yet, but if it becomes a VR standard, more games will add eyetracking render technology. Maybe a third party app could do that instead of VR games developers, but i highly doubt it. Eye tracking is a must where GPU are not fully capable for VR, not mentionning their prices, which are beyond (pun not intended) a reasonnable price to get a relatively good and stable performance. It's to push VR even further. Yes it's cool in VRchat, but i prefer the performance/visualize boost it can provide if it becomes a standard. Yes, i want a native beyond solution :(
It is FUNDAMENTAL for AAA gaming on mobile devices, where the performance will ALWAYS be a fraction of desktops and consoles, and games are always going to push the limits of visual fidelity, and object density on screen. We need FR tech, so that these mobile devices can deliver the same kind of VR experience on mobile as they do on home hardware, and open the floodgates for high fidelity VR all around.
I absolutely love seeing all of the passion behind BigScreenVR, it's amazing to see a company that really is actively engaged in their community in a positive way Thank you for this, keep being awesome!
Bigscreen has a bright future because youre actually having a conversation with your consumer base, modders no less. Thats HUGE brownie points with the people these days.
Its amazing what community has done in such a shoty amount of time. Also if you plan to encourage community to build stuff like this for the future and be pretty open for it, then in the next gen/updated model of bigscreen beyong, you could add universal connector on bottom of the headset and maybe on top (something like 3pin prong connector) for projects like that and accessories in the future.
I love your company. I love the Bigscreen Beyond. Please stay in this niche of ultra low weight cabled HMDs with lighthouse tracking. This whole inside out camera tracking by advertising companies like Facebook is an absolute privacy hazard. Also loading the headset full of hardware to flex with specs just to make an uncomfortable product is a bad habit in this field. You have absolutely hit the mark with your product in my opinion. An eye tracking module would be the icing on the cake really. Keep going you are awesome.
This all sounds nice and glad the eye tracking works for you. I do not have a Beyond VR headset. I only do SIM racing games with another VR headset, so having eye tracking is a very mood item to even have. The VR headset is my main head tracking to look in all directions and never see a need for having any eye movements/tracking in the games. I don't do social activities with VR or do Avatars - only VR gaming - and none which need eye tracking. If a VR headset I buy in the future comes with built eye tracking in I may use it when needed, but not going to modify a good working VR headset just for doing this. Thanks for this information and take care.
ok, that's really cool that you featured eyetrackvr! but srsly would love an oem eye tracked version of the bigscreen. that would push me over the edge, and I'd have no choice but to buy one.
Eye tracking is a must considering GPU prices and the resolutions pushed. We truly need it to become the standard. Im sure it's cool in VRchat, never used that, but the visual boost it can provide in all games will bring a whole new wave of players who can no play on laptops, low/medium spec pcs etc Love this, but please work to have a native solution/option, I'd buy immediately.
It's very cool to see a company officially support the modding community for their product. It's too bad it's too much money for me but I would definitely buy it if it wasn't .
Hello have a question, why don't you offer 2 versions of big screen beyond, one without eye tracking and one with eye tracking modular this will ease up the choice for people who are looking for eye tracking support, and for that Super high resolution that requires beefy GPU's. enabling foveated rendering will save up a lot of resources. would be much better than just trying to mod the headset for new users etc.
it would be cool if yall could make a option for people who dont know how to do this that yall can put this onto the headset and plus if yall do it people can have eye tracking and not blind themselves
This is super exciting! I've already signed up and am hoping this can be brought to market. I wouldn't be able to assemble this myself, so just putting it out there that I'd pay good money for an easy to use add-on kit! Please make this happen!!
I would love another big screen headset that’s more so a middle ground between the ultralight comfortable beyond and more feature packed mainstream headsets
Please please please keep highlighting mods! Also please also take note on what mods might be popular so you can either add in official kits or make plans for your future products. I know I can say at least for myself, the lack of some features such as eye tracking (and that pesky iPhone requirement for purchasing) kept me from getting this headset, but having steps to show the community you're listening and caring will go a long way to getting more of the enthusiast market!
I think the iPhone requirement isn't just pesky, but there really is no affordable way to get a LiDAR face scan, which is currently the method that they get to have your headset perfectly fit your face. Most of not all android phones do not currently have this capability, and it's a hardware issue not a software one.
@@deddrz2549 Yup. I honestly wish they offered a "one size fits most" facial interface for those of us that don't feel like dropping cash on an iProduct or otherwise don't have access to one.
Eyetracking is one of the most essential things in vr and you should include it natively because even though it adds (very minimal) weight and size, due to dlss-technology, there isn’t a single vr experience which “doesn’t need eye-tracking”. The biggest issue with vr is its graphic-intensity. With eyetracking you can render the focal-point in a higher resolution than the area outside your focus vision, which can increase performance fps and hz or graphic fidelity due to the added performance-headroom. This is arguably a more important point of eyetracking than simulating eyes in chat-experiences, and something you don’t touch on in your justification for not including it. Adding this natively would eliminate the need for third party software, which would make the headset more complete out of the box, and seeing how you prioritise graphics with OLED-display, I don’t see why you wouldn’t include this too. This would pull more users of the Pimax vr to your product, as Pimax has this technology, but many reports on its limitations in immersion due to lack of comfort in such a large vr-headset. As a BigScreen Beyond enthusiasts, one of the main reasons I shy away from your product is this, because even with a 4090, modded vr-experiences like cyberpunk and star citizen tanks my performance, so eye-tracking-dlss with the graphic chards we have today is essential. And for the controversy around dlss in general, I believe eye-tracking-dlss will have a lot less push-back from the community than regular dlss because in regular dlss the whole image is affected, while with eye-tracking-dlss (or eye-tracking-rendering), only the part outside your main focus-point is affected, hence the effect of dlss will be much less noticeable (I call it dlss but yes, it’s eye-tracking-rendering).
Great content and an amazing open-source project. I actually see eye-tracking as potentially impactful for the sim-racing use case. There’s a big benefit to increased fidelity, and eye-tracking opens up the potential for foveated rendering, which has a seismic impact on the visuals a PC (or PS5) can deliver. Gran Turismo 7 is a great example of an experience that couldn’t be achieved without eye-tracked foveated rendering.
While I agree eye tracking isn't needed for everyone and every gram matters why can't you just sell the module separately or just another product that has it? I'm glad you at least briefly talked about a kit. I'd rather that than nothing. -Bigscreen Beyond $1000 -Bigscreen Beyond Eye $1200 (or whatever you deem the price to be) But why not both? Why can't you just continue to sell the non-eye tracking product alongside an eye tracking product? You'd just be opening up your amazing product to be more consumers who love everything about your product, but can't buy it cause they want eye tracking. I know this is definitely the case for most people I know who play Social VR.
I *NEED* Eye Tracking for my VR use, so this is good news, but I will personally only buy a Bigscreen Beyond when Eyetracking is official and part of the core options to be bought, or when it is installed by default. Thank you for your work.
Any chance we could see prebuilt/manufactured versions of this eye-tracking setup for sale, with a portion of the profits going to the community that made it possible? I know many people would love to have this feature but don’t have the time, skills, or patience to build it themselves. Plus, having a well-encased, polished product would be safer in the long run. I’d also love to see Bigscreen Beyond move towards a more modular system in the future. This would stay true to its core principles while giving users the option to upgrade and customize as needed. It would be amazing to have a user-friendly, modular headset with add-ons for those who want them.
Now what would make this even better if in the kit (if it does get produced by Bigscreen) is if they could put it on a pass through USB cable on the main cable side, or a way to attach it to the mainboard. What we really need next is light weight face tracking and then Bigscreen would even more so blow every other headset out of the water.
eye tracking is very useful for using the foveated rendering function to improve the FPS of games, the bigscreen beyond has a lot of potential, for me the only things missing for it to be perfect are: magnetic facial pad so you can change the specific one made for you have a normal one for other people, you can change the pupillary distance of the device, have 120hz or more, a brighter screen, larger fov of the phone. Of course, this must be difficult to implement in such a small device, but if they could, it would be the perfect device.
I feel like eye tracking and some kind of smart wearable ring with touch controlls would be the best combo to reproduce the scrolling and selecting and clicking shown in the Vision Pro demo without needing inside out tracking. Impossible to find any decent "smart rings" though. Looks like everyone has pretty much abandoned the smart ring market....
The biggest benefit of eyetracking would be dynamic foveated rendering (to increase perceived resolution/clarity and performance). But that would only happen if the feature is built into the driver right? It would be amazing if you guys looked into this as a future opportunity. I mean there's probably plenty of ways to make this design more elegant if it leaves the maker space and is made into an actual accessory.
This is amazing! Honestly, one of the things I'm most looking forward to seeing in this headset line has always been eye tracking. That, along with wireless connectivity to your PC and a waist mounted battery pack/utilities would make this my dream headset. But I feel like eye tracking is the more important of the two features since I feel like that will actually help out the device more in the long run. I read somewhere that eye tracking could be used to minimize the computing load by fully rendering only the parts your eyes are looking at which, ultimately would change nothing to the user experience, but would allow for better frame rates at the very least. I also believe that eye tracking is pretty much the only peripheral that is best suited as an in-built feature to a headset. I feel like as time progresses, more and more games and products would make use of this and a headset that has this feature built into it will benefit from better longevity then those that do not. Every other peripheral aimed at extending the senses is pretty much disconnected from any headset, save for passthrough. One compromise I could see as being a viable alternative, would be making the headset somewhat modular. Making such third party mods easier to integrate with it. I doubt that would increase bulk or weight on the device by any significant margin. But what do I know? This thing is already a marvel of engineering. I've literally been waiting for my Index to expire, or for your headset to have native eye tracking to get one for myself. First to happen of the two will see me making an order. But those are my thoughts on it. I'm very much interested in your work and even if you guys decide to keep going without supporting native eye tracking, I'll keep on rooting for you! Take it easy and good luck!
Man I wish I could afford the Bigscreen headset! Fixed income with tight budgets suck! Thrilled for those who get to enjoy this amazing tech though. Happy New Year to all!
This is a huge development! $1k for a headset alone, I’m on the fence, but if I can get the headset with eye and face tracking with a quality audio strap for a similar price, I’m placing my order immediately! The Beyond is already so compact, the extra bulk is definitely worth the trade off.