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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…
MTBS3D RT @GetImmersed: David Parker, Founder of @teamwishplay, talked at #Immersed2018 about how they are using #immersivetechnologies like #Virt
MTBS3D RT @GetImmersed: Richard Huddy, Head of the Game Ecosystem at the Samsung Research Institute (UK), was the second keynote at #Immersed2018.…
MTBS3D RT @GetImmersed: .@JoanneAska, Co-Founder of @TribeOfPan, talks about @TheChoice_VR their innovative #VR project that addresses the topic o…
MTBS3D .@ArozziChairs makes high-end #gaming chairs and tables. Scott Nishi, Sales Manager for Arozzi, spoke to us at… https://t.co/4U4LyU1SJn
MTBS3D .@pimaxofficial interview from #CES2019 includes news about their latest #5K and #8K #HMDs, eye tracking and new co… https://t.co/mmgw69jRTa
MTBS3D .@HP unleashes the #VR dinosaurs at #CES2019. 🦕 🦖 https://t.co/Ufed2K99F5 https://t.co/Rd5irCXzMZ
MTBS3D Today’s interview is with Jan Ludvig from @SenseArena. Jan was a professional #NHL #hockey player. He talked about… https://t.co/3fT7zWGmyI
MTBS3D Chia Chin Lee of, CEO of @BigBoxVR talks Population One at #CES2019. #VR #eSports https://t.co/xfIWYboVkQ https://t.co/3pW2AEPaxG
MTBS3D At #CES2019 we met with Rikard Steiber, President of #HTCViveport, and he talked about their new @htcvive Pro Eye,… https://t.co/WjugF0l5gJ
MTBS3D We met with Ryan McCall, Director of Strategy and Business Development for @UL_Benchmarks at #CES2019. He talked ab… https://t.co/lo8HZkYs5p
MTBS3D .@OmronAutomation talked about their ping pong playing robot at #CES2019. 🏓🤖 #Robotics #technologyhttps://t.co/SvdLiCYlbZ

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!