Hey tech fans, I'm gonna now try and explain a couple of reasons why eye tracking in BR could change the face of BR completely.
Okay, so the eye tracking we're looking at at the moment is molded into an ocular grip here.
It's being put together by a company called The Eye Tribe.
Now the first reason this is really exciting technology is that inside of games it's going to give you a lot more playing options.
So, for example here, I can look around to all these different buildings.
Just by moving my eyes without having to move my head completely.
Something else that's really cool is that if I focus on this Viking chap here for a few seconds, he spins around and he gets very angry.
And it's a little bit crude at the moment, but you can imagine further down the line the amount of options and playability that's going to get you in video games with things like maintaining eye contact with other characters, and how immersive that could potentially make playing games on the earth Reason number two, immersive gaming and new techniques and stuff is all well and good, but game developers care a lot about resolutions, and power and technical limitations.
And there are advantages that come from eye tracking there as well.
So what we're looking at here is something called [UNKNOWN] rendering.
Now what this basically does, is wherever I happen to be looking in the frame, that spot is rendered with huge clarity, with very high resolution.
And everything else can become a little bit more blurry.
So, in terms of processing, that means that you're able to make the stuff that you're actually focusing on in the game look really good, while everything else can take the slack a little bit.
So it's early days for this technology and for VR in general, but I really think that eye tracking could do a lot to boost VR usability.