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Speaking for myself, I don’t really want companies studying my eye movements, and I generally enjoy being to be able to look at things without them reacting to
by barbariangrunge 4y ago
Speaking for myself, I don’t really want companies studying my eye movements, and I generally enjoy being to be able to look at things without them reacting to my glances.
I don’t want to see targeted ads because of where my eyes wander, or to be profiled based on it
The only thing that I want eye tracking for is maybe foveated rendering, and even then, hardware is catching up and we eventually won’t need that.
Head tilt or body orientation is more useful for determining if a character in a game is being ”addressed” or not
Speaking for myself at least
- GuB-42 4y ago> The only thing that I want eye tracking for is maybe foveated rendering, and even then, hardware is catching up and we eventually won’t need that. I don't like the idea of wasting tremendous amount of power on things you don't see. It may be a thing now because eye tracking with foveated rendering is more expensive then rendering the full frame at full resolution, which is currently less than ideal. Nailing down foveated rendering would allow us to greatly improve quality where it matters, while at the same time provide a wide field of view on a limited power budget. Adaptive focus is another area where eye tracking could be important. Even more important than foveated rendering. For now it is almost impossible to read a book in VR as you would do in real life, that's the problem. Unless you have severe presbyopia (yes, it is an advantage in VR!), everything close will appear blurry. Varifocal lens with eye tracking is a way to solve that problem (see Oculus "half dome")