• CES 2015: Tobii eye-tracking technology interview
    2 replies, posted
[url]http://www.shacknews.com/article/87633/ces-2015-tobii-eye-tracking-technology-interview[/url]
Sounds awesome, wonder if oculus rift will get eye-tracking much sooner now? Either way i can't wait for the future of games.
I watched a [URL="https://www.youtube.com/watch?v=BfsCGSsbSg8&channel=testedcom"]video Tested done on the device[/URL] and it actually looks pretty awesome. I hope this gets popular because there’s a ton of ways this could be used in games. [QUOTE=icefox;46869332]Sounds awesome, wonder if oculus rift will get eye-tracking much sooner now? Either way i can't wait for the future of games.[/QUOTE] They’ve pretty much said it’s going to be in the Rift at some point. Beyond interacting with stuff the big ‘win’ for having eye tracking in headsets is that you can make parts of the game (or whatever) decreasingly reduce in graphical fiedelity away from the point the user is looking at. You don’t notice the decrease in quality because you’re always focusing on a point of high graphical fidelity, but it frees up a lot of computing power. In theory you can have better looking games running faster than before. This image sort of gives an idea of what it looks like: [IMG]http://www.cgchannel.com/wp-content/uploads/2013/05/130529_SiggraphETech_foveated.jpg[/IMG] This will be crucial in making VR mainstream because it’s already super intensive to render games in 3D at 90-120 fps (90-120 fps is what Oculus calls ‘ideal’ for VR). The problem is that the eye tracker has to update very quickly and the latency has to be low enough to change the rendering setup every frame. Shit’s expensive. If you’re interested google ‘foveated rendering’.
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