aGlass - eye tracking for HTC Vive

https://venturebeat.com/2017/04/30/...g-and-play-eye-tracking-aglass-device-in-may/

I've just preordered this thing and would like to know if it will work with Elite. In particular the thing called foveated rendering where it renders the game in high quality only where you are looking at thus taking off a huge load from your graphics card.

With my 1080ti @2.0 SS and everything to the max I'm experiencing slight stutters on planets especially at installations. Just wondering if this thing is even worth it.
 
It looks impressive and I understand Oculus are looking to incorporate similar ideas in the CV2. Report back when you've tested it and let us know how it behaves :)
 
Glad to see that eye tracking might be available for the original Vive. I've already been thinking that that technology is more important, VR wise, than better graphics cards, or a higher resolution screen. (Not that they aren't important either.) Another thing to add to my VR watch list, and a potential alternative to upgrading my 980 in the future.
 
No I wouldn't expect any support for VR eye tracking in elite.

The games would have to be specifically made to use it and for the moment, none do.
If steamvr adds foveated rendering it might be a benefit but only if they add this as a constantly running part of steamvr when supported.
 
Found one hands-on review here: https://www.google.ru/?gws_rd=ssl#newwindow=1&q=aglass+htc+vive+review

Foveated rendering is already up and running with the aGlass dev kit, and is presently said to work on any application with no modifications, so long as the computer is equipped with an NVIDIA GPU.

However if this is a devkit I'm ordering and not a consumer version then I think I don't want it... There are a couple of dealbreakers in the article. My IPD is 62mm and this guy says he couldn't make it lower than 65mm. Also you'll need to increase the distance between your eyes and the lenses or it won't work and it will reduce the field of view.
 
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