

In other words - it might be incredibly hard to say no. And because eye-tracking is so beneficial to the overall experience of wearing a VR headset, tech companies interested in using this data might have a lot of freedom in doing so. It would be possible to build a highly individualized and deeply telling list of everything you like and dislike - including lots of things you may not want shared. Imagine a spreadsheet stored somewhere that saves how long your eyes stay focused on everything from colors to objects and individuals. The same feedback loop causing people to prune their friend lists and newsfeeds so they only interact with people and ideas with which they agree could have a far more dramatic effect with eye-tracking. That means when Google, Facebook or Microsoft start shipping headsets with the technology, they could be pretty intrusive in how they choose to use it. I found the benefits of eye-tracking to be so profound that it would be hard for me to imagine anyone turning the feature off once headsets come with the technology embedded. I was so impressed by these demos and how they enhanced the experience it makes a lot of sense for innovative developers to think about getting a VR headset with eye-tracking so they can start planning now how to take advantage of the technology. Below is a look at the demos I tried, each of which was either more immersive or easier to accomplish than if I had been using a headset without eye-tracking. Not once did I prefer eye-tracking off and it so enhanced the experience of interacting with a virtual world I started disliking the HTC Vive without the feature turned on. Tobii sells a modified HTC Vive with its eye-tracking tech installed and, in a series of demos, I was given the freedom to flip eye-tracking on or off at any time. Manufacturers could even use eye-tracking to measure the distance between your pupils, which could help people maximize the 3D effect seen inside a VR headset just by getting it set up right.īut more important to developers, eye-tracking completely changes the way people interact with a virtual world. That’s by way of foveated rendering - where the greatest detail is only drawn directly in front of your eyes. For example, eye-tracking could allow next generation headsets to dramatically upgrade resolution without adding a ton to rendering cost. If you know where a person is pointing their eyes at any given moment you can do things with software interaction and optimization that were never possible before. Google, Facebook and Apple all purchased eye-tracking companies over the last few years because these tech giants know what benefits are possible with the technology. I left the demo convinced that once you’ve tried a VR headset with eye-tracking included you’ll never want to wear one without it again. At CES last week one of my first demos was with Tobii and its eye-tracking technology.
