5 ms·
As said in other comments, eye tracking to aim at things would be absolutely horrendous. Try using a mouse on maximum sensitivity, and you'll see the kind of ac
by ohgodplsno 4y ago
As said in other comments, eye tracking to aim at things would be absolutely horrendous. Try using a mouse on maximum sensitivity, and you'll see the kind of accuracy you'll need.
However, eye tracking does give you one thing (that is already getting into VR devices today, and that's foveated rendering. Increasing resolution where needed and lowering it elsewhere. Couple this with various techniques to turn on fewer pixels [https://www.immersivecomputinglab.org/publication/color-perception-guided-display-power-reduction-for-virtual-reality/ https://www.immersivecomputinglab.org/publication/color-perc...] and save up even more on performance/energy usage, and you kind have pleasant, high refresh rate experiences.
- thedorkknight 4y agoThe article talks about foveated rendering
- ohgodplsno 4y agoThe article barely mentions foveated rendering, in the middle of a sea of "use your gaze to click it'll be great I promise".
- mlajtos 4y agoFoveated rendering should be an invisible technology — the image you see should be perceptually indistinguishable from the fully rendered image. How to get there is an interesting engineering problem, but for me that isn’t an interesting domain. You summed up the article quite good, but I don’t claim it will be great. I just think that gaze as an input device is an underresearched topic. Ken Pfeuffer’s research [0] is beyond awesome, but we need masses of thinkerers to explore the domain more. New wave of VR headsets will enable it. [0] https://kenpfeuffer.com/publications-2/ https://kenpfeuffer.com/publications-2/