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MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7
MTBS3D .@reality_clash is a developing #AugmentedReality combat game. We got to interview Tony Pearce, the CCO and Co-Fou… https://t.co/24P5kLz0Ef
MTBS3D Robots explode at #GDC2019 with @FuturLab. They have a new title for #PSVR called Mini Mech Mayhem. #GDC19https://t.co/JiIuJgGZ64
MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…
MTBS3D RT @GetImmersed: Pascal Langlois, Founder of Collective Intent, talks about the potential of using motion capture technologies to re-enable…

Eye Tracking Getting Added to StarVR

 
While Starbreeze Studios' 5K resolution 210 degree FOV StarVR HMD continues to make waves at conferences and events like E3 and Immersed, it faces an underlying challenge associated with having over the top resolution and field of view. The sheer processing power needed to drive the display is obviously huge and well outside the scope of what most gamers can afford to spend. Without that over abundance in processing power, the VR experience will get plagued with latency and a nausea inducing experience.

"VR is all about experience. When that experience is inhibited by the ability to render realistic and immersive environments, it’s a roadblock to creating world-class content and experiences our customers love and consistently expect us to deliver.  Partnering with Tobii, the clear leader in eye tracking, allows us to solve this limitation, benefitting the VR industry as a whole, while also allowing us to deliver the highest-quality and most immersive film and gaming content ever experienced.” - Emmanuel Marquez, CTO, Starbreeze Studios

As we wait for graphics cards to catch up to these house heating graphics card requirements, the next best thing is foveated rendering. The idea behind foveated rendering is it's an illusion that we actually need to see the whole screen at the same time with equal clarity. Our eyes are only capable of a very limited field of view where the image is clear, and the rest is a blur in the periphery. So why generate all those useless pixels? Instead, foveated rendering works by tracking the user's eyes and places all the processing power to exactly where the eyes are looking. If it works correctly, the user will experience clarity when much of the screen is a blur, and the graphics card will only have to render a fraction of the data compared to the entire frame.

Of course there are certain interaction benefits with eye tracking like watching game characters stare directly back at you or interacting with your eyes to get through menu systems, etc. However, in the case of virtual reality where the latency is expected to be so low, and the frame rate so high, there is a growing need for the two to go hand in hand.

Tobii Technology specializes in eye trackers, and they have taken a direct interest in the video game market in recent years. Like chocolate and peanut butter meeting for the first time, Starbreeze Studios and Tobii Technology have announced a strategic relationship whereby eye tracking is going to be added to the StarVR HMD prototype. Yay!