SKU: 58981265467

Poly Studio E60 Video Conferencing Camera - 16 Megapixel - 30 fps - Black - USB Type B

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Description

Poly Studio E60 Video Conferencing Camera - 16 Megapixel - 30 fps - Black - USB Type BPoly Studio E60 Video Conferencing Camera 16 Megapixel, 30 fps, USB Type B, Black Elevate every virtual meeting with a camera that captures lifelike detail, smooth motion, and effortless setup. The Poly Studio E60 brings a 16megapixel image sensor and a robust 12x optical zoom into a sleek, black USB camera designed for modern conference rooms and home offices alike. With plugandplay USB TypeB connectivity and thoughtful optics, it keeps participants

Poly Studio E60 Video Conferencing Camera - 16 Megapixel, 30 fps, USB Type B, Black

Elevate every virtual meeting with a camera that captures lifelike detail, smooth motion, and effortless setup. The Poly Studio E60 brings a 16‑megapixel image sensor and a robust 12x optical zoom into a sleek, black USB camera designed for modern conference rooms and home offices alike. With plug‑and‑play USB Type‑B connectivity and thoughtful optics, it keeps participants engaged by delivering crisp video, precise framing, and reliable performance across a wide range of room sizes and lighting conditions.

  • Stunning detail with a 16‑megapixel sensor: The E60’s high‑resolution sensor captures faces, gestures, and room activity with lifelike clarity, helping remote participants feel present even when they’re miles away. Ideal for teams that rely on subtle nonverbal cues to communicate, the E60 ensures you never miss a beat during fast‑moving discussions or collaborative brainstorming sessions.
  • Powerful 12x optical zoom for dynamic room coverage: From a close‑up of a presenter to a wide shot of a large conference table, the E60’s 12x optical zoom preserves image quality without sacrificing subject detail. This makes it perfect for training sessions, boardroom briefings, and large‑group presentations where visibility matters at every distance.
  • Seamless USB Type‑B plug‑and‑play connectivity: Designed for modern workspaces, the E60 connects straight to your PC or Mac without complex driver installations. It works with most major video conferencing platforms through standard USB, so you can start a meeting quickly and focus on collaboration rather than setup.
  • Engaging, true‑to‑life color and clarity: The combination of advanced optics and intelligent image processing provides natural skin tones, accurate color, and smooth motion. Whether you’re sharing documents, demos, or live demonstrations, the camera maintains the fidelity you need to communicate clearly and persuasively.
  • Solid build and versatile placement: The E60’s compact design blends into any meeting space, from executive offices to huddle rooms. It supports stable mounting on a desk, shelf, or monitor stand, giving you flexible placement options that optimize framing and minimize setup time for every new room configuration.

Technical Details of Poly Studio E60

  • Image Sensor: 16‑megapixel CMOS sensor for high‑resolution video and sharp stills.
  • Frame Rate: 30 fps for smooth, natural motion in video conferences and presentations.
  • Optical Zoom: 12x optical zoom to magnify distant subjects without sacrificing picture quality.
  • Connectivity: USB Type‑B interface for easy plug‑and‑play with Windows, macOS, and compatible conferencing platforms.
  • Color and Finish: Black exterior with a professional, understated design to fit any meeting room aesthetic.

how to install Poly Studio E60

  • 1. Position the camera in your preferred location, on a desk or mounted near your display, ensuring the subject area is within the lens range and lighting is favorable for clear imaging.
  • 2. Connect the Poly Studio E60 to your computer using a USB Type‑B cable. Use a USB port that provides sufficient power and bandwidth for stable operation during meetings.
  • 3. Power on the camera if your setup requires a separate power source; otherwise, USB power is typically sufficient for operation.
  • 4. Open your video conferencing application and select the Poly Studio E60 as the default camera and microphone (if applicable) in the device settings. If your app lists multiple Poly devices, choose the E60 for optimal performance.
  • 5. Test framing and exposure before an important call. Use the camera controls within your conferencing app or any companion software to adjust zoom, focus, and exposure so subjects are clearly lit and centered in the frame.

Frequently asked questions

  • Q: What kind of video quality can I expect from the Poly Studio E60?
    A: With a 16‑megapixel sensor and 30 fps, you can expect crisp, smooth video with detailed facial expressions and gestures, which helps remote participants feel more connected during meetings.
  • Q: How do I connect the E60 to my computer?
    A: The camera uses USB Type‑B connectivity and is designed for plug‑and‑play use with Windows, macOS, and compatible UC platforms. No special drivers are typically required for basic operation.
  • Q: Can the camera be used in large conference rooms?
    A: Yes. The 12x optical zoom allows you to frame participants at varying distances, making it suitable for larger rooms where detail and visibility matter for all attendees.
  • Q: Is mounting hardware included?
    A: The E60 is designed for versatile placement on a desk, monitor stand, or shelf. Please check your workspace needs to determine if additional mounting accessories are required for optimal framing.
  • Q: Does it work with all major video conferencing platforms?
    A: The E60 is built for broad compatibility via USB, so it works with most popular platforms (e.g., Zoom, Teams, Webex) without requiring specialized software. Some advanced controls may require manufacturer software or drivers.
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SKU: 58981265467

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Product Reviews
C
Christopher West
Bozeman, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
B
Blake Lynch
West Palm Beach, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on December 16, 2025
M
Mel
Massapequa, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
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Reviewed in the United States on December 1, 2025
S
SkyGuardian
Louisville, US
★★★★★ 5
This is a game changer in Unity!
Format: Paperback
The amazing part about this book is how it begins. It tells you which Unity, VS (Visual Studios), and which C# versions you should use for best results. This in my thoughts are the most important part when programming, know which ones to use to make your experience the best it can be. There are exclusives in this as well. This book has some major pics to show those who are visual learners and that is a great asset as most people need to see it and use it in order to understand what they are doing. Books sometimes leaves this important thing and some get lost in the reading and put those types of books down and never pick them up again. I read through this book and found things that intrigue me and make me want to literally just get into it until I'm done reading and using the pics to guide me through. This book also works with MacOS as well. I'm not much into that operating system but I know many who prefer that and that is awesome that this teaches this way as well. This even has pop quizzes for you to do to enhance the effects of learning and I am sure this would be a book that would be used in schools if it were offered as a preferred reading/teaching structuring the class for success. I have said it before in my reviews that this is again another great book to add to your collection. Each book of this type is something that should be purchased or gifted to someone to make their lives easier when it comes to programming and the way this book does it's teaching style it makes programming that much easier and more fun. So many things in this book I don't have enough room or a way of putting it into words. Best tog eab this book and enjoy every part of it and I promise it won't be a waste of money.
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Reviewed in the United States on November 15, 2025
J
Jason Skillman
Birmingham, US
★★★★★ 5
Great for getting into Unity and mastering it
Format: Paperback
Sometimes I mentor students who are just getting started in Unity. This is a great resource I can use to help them along. The book has a great start by covering topics like what is a variable, how to call a function, classes, and OOP. There is even some tricks on how to debug your code which a lot of people struggle with. For statements this books covers all of them, if, else, for, switches, etc. Other books don't explain OOP well enough but with book goes over it very well and explains what the difference between a value and reference type is. Towards the end there are a bunch of project examples like making a player, shooting projectiles, and creating a user interface. This book is very up to date and uses Unity 6. If you just started learning Unity then this is a must have book.
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Reviewed in the United States on November 13, 2025

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