Re:Eye-tracking is a missing input device for VR experiences
by atoav on Sunday October 02, 2022 @08:23AM
(#33055291)
I mean ideally VR would use eye tracking for:
- setting the focus plane of the virtual cameras, this way when you look at a close virtual object the far plane blurs as it would naturally. This is of course dependent on the brightness of the screen and picture. But any blurring will already feel better than no blurring at all
- interactive stories can make use of knowing where you looked at and for how long. This must not necessarily be very obvious
- virtual NPCs can react to you gazing at or past them
- setting the focus plane of the virtual cameras, this way when you look at a close virtual object the far plane blurs as it would naturally. This is of course dependent on the brightness of the screen and picture. But any blurring will already feel better than no blurring at all
- interactive stories can make use of knowing where you looked at and for how long. This must not necessarily be very obvious
- virtual NPCs can react to you gazing at or past them