Hands-On with FOVE Eye Tracking VR Headset

We’ve tried several virtual reality headsets that track your head movement, but FOVE is the first that also tracks your eye movement. At this year’s Game Developers Conference, we put on FOVE’s latest prototype headset and chat with the company’s CTO to learn what eye tracking can bring to VR.

Comments (5)

5 thoughts on “Hands-On with FOVE Eye Tracking VR Headset

  1. I tried this at SXSW, and I basically exactly agree with Norm. The tech definitely worked, and I definitely think it eye tracking will be important in the future of VR – the demo where you shoot down spaceships was accurate and didn’t requite any effort.

    The focus demo, though, where the focus of the rendering followed your eyes, was less convincing. Still not sure changing the rendered focal depth while leaving the actual physical focal depth at infinity is a great idea.

    In their demo reel they suggested uses like NPCs acknowledging when you were looking them in the eye, and those indirect uses are actually where I think it’ll really shine. That will also be useful in social VR situations with multiple avatars interacting.

  2. That sure looks promising.

    I wonder if John Carmack has either seen the FOVE Eye or tried something like that inside of Oculus, because eye movement has been one of his concerns with VR.

  3. Pretty awesome. This should just be bought by Valve or whatever so these guys don’t have to bother with the head tracking and they can just focus on eye tracking.

  4. Pupil dilation only affects how much light enters the eye – your pupils don’t dilate to change depth of field. That only happens in a camera.

  5. What I think this as great potential for is to aid less powerful GPUs to cope with the requirements we’ve been hearing talked about for a good VR experience.

    Currently it is very demanding to render things at 90+fps at 4k resolution with a good graphical quality (aliasing + shadows + lights etc…). If eye tracking can alleviate the processing of areas the eye is not focused on it could aid some GPUs to cope with that issue. In a way it could work similarly to how our brain interprets as vision some memories of our out of focus regions.

    Food for thought.

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