• Full Eye-Tracking Support in Dying Light
    25 replies, posted
[video=youtube;8utUxrYXEqY]https://www.youtube.com/watch?v=8utUxrYXEqY[/video]
That menu transparency stuff was really neat, though I think I'd want the adaptive HDR strength pretty low but maybe not off (unfortunately the options are only on or off).
Would be really interested to see a review of this. My work has one so I might give it a go.
Cool as fuck
Damn cool tech.
Eye tracking based DoF would also be a really good fit for this since then you don't have to worry about trying to guess what they player is focusing on.
Anyone try anything with eye-tracking before? Is there any noticeable latency?
[QUOTE=simkas;51721446]Eye tracking based DoF would also be a really good fit for this since then you don't have to worry about trying to guess what they player is focusing on.[/QUOTE] This, and by extension: [media]https://www.youtube.com/watch?v=GKR8tM28NnQ[/media]
Cool as hell. THIS is real innovation, without trying to reinvent the wheel. Not shitty AR gimmicks, not flail-til-you-get-tennis-elbow motion controls, but a clever input method based on motions that are already natural to us. Provided it works as well as shown, of course. I'd love to know how it behaves when it's just about to lose tracking. I've tested an older larger-scale version of IR-based eye tracking and it can be fiddly if you don't keep your head still.
The Following is easily GOTY btw
Using eye movement to control freerunning or aiming sounds absolutely awful tbh, but the HDR, UI transparency, and [I]maybe[/I] flashlight could work well. I would absolutely hate trying to play a game where my player starts climbing a building just because I looked at it though.
How difficult would it be for those with exotropia to use it?
[QUOTE=Dirty_Ape;51721476]Anyone try anything with eye-tracking before? Is there any noticeable latency?[/QUOTE] I have an EyeX. it works pretty well but was plagued with software and driver issues for a few months after it released. The latency is pretty noticable and its not all that accurate either, though it does manage to average out to at least 2-3 cm of where you are looking. Some of the features are cool but its mostly just a really expensive gimmick
[QUOTE=simkas;51721446]Eye tracking based DoF would also be a really good fit for this since then you don't have to worry about trying to guess what they player is focusing on.[/QUOTE] honestly i was expecting this to be the first thing they actually do with it more so than the adaptive HDR
[QUOTE=Im Crimson;51721511]Cool as hell. THIS is real innovation, without trying to reinvent the wheel. Not shitty AR gimmicks, not flail-til-you-get-tennis-elbow motion controls, but a clever input method based on motions that are already natural to us. Provided it works as well as shown, of course. I'd love to know how it behaves when it's just about to lose tracking. I've tested an older larger-scale version of IR-based eye tracking and it can be fiddly if you don't keep your head still.[/QUOTE] The thing I'm worried about is how well it will keep tracking eye movement when you tilt or move your head. I have a TrackIR but I rarely use it, because once you center it, you can't really move your head from that spot very much unless you set the dead zone way up, so after a while your neck starts to get sore from trying not to move your head at all.
This is so useful and unobtrusive that I can't imagine it not becoming a popular feature in many AAA games.
glasses?
[QUOTE=nerdster409;51721861]How difficult would it be for those with exotropia to use it?[/QUOTE] Exactly what I was wondering. I should be getting surgery to fix it sometime soon, but I'm wary if it doesn't fix it perfectly, I won't be able to take advantage of a lot of neat technology.
Doesn't this cause eye strain?
Neat af and the possibilities are endless. Are there any other eye-tracking games out there? Is this one of the first?
[QUOTE=nox;51723170]This is so useful and unobtrusive that I can't imagine it not becoming a popular feature in many AAA games.[/QUOTE] I can. It's an extra piece of hardware you have to buy separately for $170 that gives very limited extra functionality. Most publishers/devs won't think it's worth the development time for something that will imo have a very small number of people using it.
[QUOTE=Guriosity;51723316]Doesn't this cause eye strain?[/QUOTE] I mean, all things considered you're straining your eyes as is by looking at a screen for so long and focusing on individual details. All this does is read where your eyes are looking to tweak the controls and UI accordingly.
IMO aiming with eye tracking is kinda genius, at least with throwables, considering in reallife, you can throw shit where every you want to without turning your body at all. Adds to realism
Been helping out on game development for the tobii eyetracker for a while now. It's awesome tech and really adds a layer of immersion to games. It's nowhere as sophisticated as this though, really freaking awesome to see more games implement it and pushing the platform further.
While it's difficult for me to imagine that it works flawlessly, it would definately open up gaming to a lot more disabled people if more games supported this. Aww shit, just remembered I have a very noticeable lazy eye. For those asking what games with eye tracking exist: [url]https://tobiigaming.com/games/[/url] Quite a lot more than I imagined.
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