Eye-tracking is a Game Changer for XR That Goes Far Beyond Foveated Rendering

Eye-tracking—the ability to quickly and precisely measure the direction a user is looking while inside of a VR headset—is often talked about within the context of foveated rendering, and how it could reduce the performance requirements of XR headsets. And while foveated rendering is an exciting use-case for eye-tracking in AR and VR headsets, eye-tracking stands to bring much more to the table.

Updated – May 2nd, 2023

Eye-tracking has been talked about with regards to XR as a distant technology for many years, but the hardware is finally becoming increasingly available to developers and customers. PSVR 2 and Quest Pro are the most visible examples of headsets with built-in eye-tracking, along with the likes of Varjo Aero, Vive Pro Eye and more.

With this momentum, in just a few years we could see eye-tracking become a standard part of consumer XR headsets. When that happens, there’s a wide range of features the tech can enable to drastically improve the experience.

Foveated Rendering

Let’s first start with the one that many people are already familiar with. Foveated rendering aims to reduce the computational power required for displaying demanding AR and VR scenes. The name comes from the ‘fovea’—a small pit at the center of the human retina which is densely packed with photoreceptors. It’s the fovea which gives us high resolution vision at the center of our field of view; meanwhile our peripheral vision is actually very poor at picking up detail and color, and is better tuned for spotting motion and contrast than seeing detail. You can think of it like a camera which has a large sensor with just a few megapixels, and another smaller sensor in the middle with lots of megapixels.

The region of your vision in which you can see in high detail is actually much smaller than most think—just a few degrees across the center of your view. The difference in resolving power between the fovea and the rest of the retina is so drastic, that without your fovea, you couldn’t make out the text on this page. You can see this easily for yourself: if you keep your eyes focused on this word and try to read just two sentences below, you’ll find it’s almost impossible to make out what the words say, even though you can see something resembling words. The reason that people overestimate the foveal region of their vision seems to be because the brain does a lot of unconscious interpretation and prediction to build a model of how we believe the world to be.

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Foveated rendering aims to exploit this quirk of our vision by rendering the virtual scene in high resolution only in the region that the fovea sees, and then drastically cut down the complexity of the scene in our peripheral vision where the detail can’t be resolved anyway. Doing so allows us to focus most of the processing power where it contributes most to detail, while saving processing resources elsewhere. That may not sound like a huge deal, but as the display resolution of XR headsets and field-of-view increases, the power needed to render complex scenes grows quickly.

Eye-tracking of course comes into play because we need to know where the center of the user’s gaze is at all times quickly and with high precision in order to pull off foveated rendering. While it’s difficult to pull this off without the user noticing, it’s possible and has been demonstrated quite effectively on recent headset like Quest Pro and PSVR 2.

Automatic User Detection & Adjustment

 

In addition to detecting movement, eye-tracking can also be used as a biometric identifier. That makes eye-tracking a great candidate for multiple user profiles across a single headset—when I put on the headset, the system can instantly identify me as a unique user and call up my customized environment, content library, game progress, and settings. When a friend puts on the headset, the system can load their preferences and saved data.

Eye-tracking can also be used to precisely measure IPD (the distance between one’s eyes). Knowing your IPD is important in XR because it’s required to move the lenses and displays into the optimal position for both comfort and visual quality. Unfortunately many people understandably don’t know what their IPD off the top of their head.

With eye-tracking, it would be easy to instantly measure each user’s IPD and then have the headset’s software assist the user in adjusting headset’s IPD to match, or warn users that their IPD is outside the range supported by the headset.

In more advanced headsets, this process can be invisible and automatic—IPD can be measured invisibly, and the headset can have a motorized IPD adjustment that automatically moves the lenses into the correct position without the user needing to be aware of any of it, like on the Varjo Aero, for example.

Varifocal Displays

A prototype varifocal headset | Image courtesy NVIDIA

The optical systems used in today’s VR headsets work pretty well but they’re actually rather simple and don’t support an important function of human vision: dynamic focus. This is because the display in XR headsets is always the same distance from our eyes, even when the stereoscopic depth suggests otherwise. This leads to an issue called vergence-accommodation conflict. If you want to learn a bit more in depth, check out our primer below:

Accommodation

Accommodation is the bending of the eye’s lens to focus light from objects at different distances. | Photo courtesy Pearson Scott Foresman

In the real world, to focus on a near object the lens of your eye bends to make the light from the object hit the right spot on your retina, giving you a sharp view of the object. For an object that’s further away, the light is traveling at different angles into your eye and the lens again must bend to ensure the light is focused onto your retina. This is why, if you close one eye and focus on your finger a few inches from your face, the world behind your finger is blurry. Conversely, if you focus on the world behind your finger, your finger becomes blurry. This is called accommodation.

Vergence

Vergence is the inward rotation of each eye to overlap each eye’s view into one aligned image. | Photo courtesy Fred Hsu (CC BY-SA 3.0)

Then there’s vergence, which is when each of your eyes rotates inward to ‘converge’ the separate views from each eye into one overlapping image. For very distant objects, your eyes are nearly parallel, because the distance between them is so small in comparison to the distance of the object (meaning each eye sees a nearly identical portion of the object). For very near objects, your eyes must rotate inward to bring each eye’s perspective into alignment. You can see this too with our little finger trick as above: this time, using both eyes, hold your finger a few inches from your face and look at it. Notice that you see double-images of objects far behind your finger. When you then focus on those objects behind your finger, now you see a double finger image.

The Conflict

With precise enough instruments, you could use either vergence or accommodation to know how far away an object is that a person is looking at. But the thing is, both accommodation and vergence happen in your eye together, automatically. And they don’t just happen at the same time—there’s a direct correlation between vergence and accommodation, such that for any given measurement of vergence, there’s a directly corresponding level of accommodation (and vice versa). Since you were a little baby, your brain and eyes have formed muscle memory to make these two things happen together, without thinking, anytime you look at anything.

But when it comes to most of today’s AR and VR headsets, vergence and accommodation are out of sync due to inherent limitations of the optical design.

In a basic AR or VR headset, there’s a display (which is, let’s say, 3″ away from your eye) which shows the virtual scene, and a lens which focuses the light from the display onto your eye (just like the lens in your eye would normally focus the light from the world onto your retina). But since the display is a static distance from your eye, and the lens’ shape is static, the light coming from all objects shown on that display is coming from the same distance. So even if there’s a virtual mountain five miles away and a coffee cup on a table five inches away, the light from both objects enters the eye at the same angle (which means your accommodation—the bending of the lens in your eye—never changes).

That comes in conflict with vergence in such headsets which—because we can show a different image to each eye—is variable. Being able to adjust the imagine independently for each eye, such that our eyes need to converge on objects at different depths, is essentially what gives today’s AR and VR headsets stereoscopy.

But the most realistic (and arguably, most comfortable) display we could create would eliminate the vergence-accommodation issue and let the two work in sync, just like we’re used to in the real world.

Varifocal displays—those which can dynamically alter their focal depth—are proposed as a solution to this problem. There’s a number of approaches to varifocal displays, perhaps the most simple of which is an optical system where the display is physically moved back and forth from the lens in order to change focal depth on the fly.

Achieving such an actuated varifocal display requires eye-tracking because the system needs to know precisely where in the scene the user is looking. By tracing a path into the virtual scene from each of the user’s eyes, the system can find the point that those paths intersect, establishing the proper focal plane that the user is looking at. This information is then sent to the display to adjust accordingly, setting the focal depth to match the virtual distance from the user’s eye to the object.

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A well implemented varifocal display could not only eliminate the vergence-accommodation conflict, but also allow users to focus on virtual objects much nearer to them than in existing headsets.

And well before we’re putting varifocal displays into XR headsets, eye-tracking could be used for simulated depth-of-field, which could approximate the blurring of objects outside of the focal plane of the user’s eyes.

As of now, there’s no major headset on the market with varifocal capabilities, but there’s a growing body of research and development trying to figure out how to make the capability compact, reliable, and affordable.

Foveated Displays

While foveated rendering aims to better distribute rendering power between the part of our vision where we can see sharply and our low-detail peripheral vision, something similar can be achieved for the actual pixel count.

Rather than just changing the detail of the rendering on certain parts of the display vs. others, foveated displays are those which are physically moved (or in some cases “steered”) to stay in front of the user’s gaze no matter where they look.

Foveated displays open the door to achieving much higher resolution in AR and VR headsets without brute-forcing the problem by trying to cram pixels at higher resolution across our entire field-of-view. Doing so is not only be costly, but also runs into challenging power and size constraints as the number of pixels approach retinal-resolution. Instead, foveated displays would move a smaller, pixel-dense display to wherever the user is looking based on eye-tracking data. This approach could even lead to higher fields-of-view than could otherwise be achieved with a single flat display.

A rough approximation of how a pixel-dense foveated display looks against a larger, much less pixel-dense display in Varjo’s prototype headset. | Photo by Road to VR, based on images courtesy Varjo

Varjo is one company working on a foveated display system. They use a typical display that covers a wide field of view (but isn’t very pixel dense), and then superimpose a microdisplay that’s much more pixel dense on top of it. The combination of the two means the user gets both a wide field of view for their peripheral vision, and a region of very high resolution for their foveal vision.

Granted, this foveated display is still static (the high resolution area stays in the middle of the display) rather than dynamic, but the company has considered a number of methods for moving the display to ensure the high resolution area is always at the center of your gaze.

Continued on Page 2: Better Social Avatars »

FOVE Launches v1.0 of its Eye-Tracking Headset

FOVE

Way back in 2016, long before the HTC Vive Pro Eye or Varjo, Japanese startup FOVE launched the first commercial eye-tracking headset. Since then the company (like many) has steered towards more commercial applications – especially in the medical industry – announcing today the launch of its v1.0 software update.

FOVE

While eye-tracking hasn’t entered the consumer field, the technology has been making great strides when it comes to enterprise use cases, from foveated rendering to user analytics. In the medical realm, the technology can aid the diagnosis of eye conditions or dizziness for example.

There are three editions of the FOVE0 headset, split only by the installed software. For medical researchers, there’s the new FOVE Pro software upgrade, offering the ability to measure eye torsion as well as measuring the contours of the eye. A new system has been implemented to allow calibration of one eye at a time, ideal for those who work with patients with strabismus or amblyopia.

For companies, there’s the FOVE Enterprise upgrade designed for use at scale. New features include single-point calibration, faster than FOVE’s traditional method, and then there’s support for NVIDIA Jetson Xavier NX embedded computing platforms, reducing the cost of deployments. Both the Enterprise and Pro versions are payable upgrades.

FOVE

The standard FOVE0 software is also getting an update (this one is free). FOVE is adding official support for Ubuntu Linux. This includes all VR features, such as the FOVE Compositor and eye-tracking.

For developers, FOVE’s SDK for C, C++, C# and Python have seen big APIs updates to help access the new features, along with the plugins for Unity and Unreal engines. For further updates on FOVE, keep reading VRFocus.

The VR Job Hub: It’s all About Japan

VRFocus’ previous collection of vacancies all came from the UK so we decided to find some slightly further away. And where better to jet to next but the eastern island of Japan, known for samurai, sushi, saki, crazy gameshows and of course some of the latest most advanced technology found anywhere in the world.

Location Company Role Link
Japan Fove Computer Vision Researcher Click Here to Apply
Japan/Australia Fove C++ Systems Engineer Click Here to Apply
Tokyo, Japan PlayNext Lab Inc. System Development Engineer Click Here to Apply
Shibuya-ku, Japan FromSoftware Environment Modeler Click Here to Apply
Shibuya-ku, Japan FromSoftware Motion Designer Click Here to Apply
Tokyo, Japan Cluster Unity Engineer Click Here to Apply
Tokyo, Japan Cluster Technical Director Click Here to Apply
Tokyo, Japan Cluster UI/UX Designer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

VR vs. 2017 (Predictably) – Part 2

Hello everybody and welcome back to this two-part VR vs. where I look over the results of last year’s predictions as to what 2017 would bring and see how I actually did in the great scheme of things. So far I’ve been pleasantly surprised by how successful I’ve been at being a technology prognosticator – you can click here to read part one.  Now we go into what makes up the second half of the predictions, taken from parts two and three of the VR vs. Nostradamus series of posts.  We start off with wires – or should I say the lack thereof.

Prediction: “Oculus And/Or HTC Reveal Viable Wireless VR For 2018”
Result: True

Let’s rewind back to the end of 2016. Whilst there had been talk about wireless, standalone or ‘untethered’ options for virtual reality (VR) there certainly hadn’t been a heck of a lot done about it yet. The first inklings that something might actually become of this was at Oculus Connect 3 where we got the first indication that Oculus at least were at least openly trying with the initial reveal of the Santa Cruz. A cobbled together prototype which was more a proof of concept than anything else.

Over 2017 we’ve had lots of wireless news to talk about mostly from the likes of TPCAST – we’ve got an unboxing video related to that particular bit of kit on the way, incidentally – and other ‘solutions’. But whilst there was nothing concrete discussed by HTC about a full-on wireless Vive until the Vive Focus, at this year’s event Oculus announced both the Oculus Go and the finalised Santa Cruz for this year which means another one in the win column for me.

I once caught a virtual fish, and it was…

Prediction: “That After This, Google Immediately Steal Their Thunder”
Result: False

Again, this might require some explanation. But during 2016 poor Oculus had a particular problem in that whenever they announced anything they ended up being undone by their competition in the following couple of weeks. Either the product was technically better or cheaper on price than the item they just announced. I ended up feeling kind of sorry for them as everyone started having a go at Oculus being expensive. They couldn’t do right for doing wrong it seemed.

As such, I was (regretfully) expecting someone, once the announcement above happened, to steam in and make Oculus look bad once again. As it happened I failed this prediction in about three different ways.  The first was that whilst Google did end up announcing at Google I/O a standalone headset it was one to be made in conjunction with HTC Vive and Lenovo – and this was announced before Oculus Connect 4. So, I fail on time. Also of the announcements I believe the Go/Santa Cruz combo was actually received better than Google’s announcement. So I fail on popularity. And just to rub it in Vive then went on to abandoned the project! So I fail on that point as well.

The great irony after my prediction would be that it was, of all the companies involved in immersive technology, it would be Google who were the victims of having the rug pulled out from underneath them. Ambushed, as they were, on augmented reality (AR) by Apple’s ARKit and meaning they had to release ARCore not long afterwards in a manner that many outside the know would think to be a copycat move when it was Google who had openly been working on AR for some time with the likes of Project Tango.

Google-And-Vive-Standalone
The headset that never was.

Prediction: “Apple Waits”
Result: False

See previous. They did not.

This year was very much about AR for the firm with ARKit, but also other ventures. Including an AR experience at their visitor centre and even AR teddy bears in its stores.

That said it wasn’t as if Apple ignored the topic of VR completely. Multiple times throughout 2017 Tim Cook took time out to say that he didn’t have a lot of nice things to say about VR. Then again, Apple are not currently trying to sell products in that particular area. I think we all know that when they do they’ll change their tune.  There’s things going on in the background, that at least suggest an interest.

Apple Visitor Centre AR
In the end, only the miniscule Tim Cook could use Apple’s new HQ when it was finally built.

Prediction: “Call Of Duty Or Battlefront Go For It”
Result: False

Oh, I was so hoping this would end up true. As I mentioned at the time it would greatly benefit VR if one or both of the big wartime first person shooters (FPS’s) threw down the gauntlet with an actual VR version, adaption or proper full on experience based off their series. No, Call of Duty: Infinite Warfare – Jackal Assault VR Experience doesn’t count. Do you even remember that? My point exactly.

When you think how much sway over gamers each brand commands, having them say “no, this is really cool – it’s the way to play” would be massive for the tech. Especially if they then delivered. But as it turned out we got pretty much bupkis from both. Battlefront never entered the conversation and all we heard about CoD was much speculation about what the CoD of VR would inevitably be and a whole bunch of PR waffle from others about why their product was going to be it.

As a brief aside: If you are in videogame PR, marketing or you’re a videogame’s director or something don’t say you’re going to be the next CoD or something. A) You’re not and B) it’s not very original at this point. 

Call of Duty Infinite WarfarePrediction: “FOVE Are Acquired – And Probably By Samsung”
Result: False.

I’ll be honest. I’ve no idea how this didn’t happen. Everyone and their proverbial mother seemed to be bought by other companies in 2017. Considering the atmosphere I certainly thought going into the year, that considering their closeness, and as others began to buy up similar companies, that Samsung would finally bring eye-tracking firm FOVE under their wing. If nothing else than to protect their own interests. But no, they didn’t.

On checking we’ve not even heard anything from FOVE in a while, the last news piece we ran was in August. I still think this is going to happen down the line.

FOVE Lifestyle4
Contrary to this picture there is no need to hold a FOVE in place, that is what your head is for.

Prediction: “Bethesda Pulls The Trigger”
Result: VERY True

Pull the trigger? They let of an entire bloody salvo. Fallout 4 VR – Five stars. The Elder Scrolls V: Skyrim VR – Five stars. DOOM VFR – Five stars. I don’t know if Bethesda are necessarily happy with how things have been received in the launch period (and that certainly will be interesting to discover) but I don’t think any VR videogame publisher or developer has had a such a golden period.

Additional aside: I’m aware not everyone agreed with the marks on the VRFocus reviews for the Bethesda trinity, so let me just address that momentarily as I don’t think that’s been done to date. People didn’t like that all of them were given five stars to which I’ll point out that the titles were judged on their own merits. Why a reviewer not give a game five stars (despite a slew of them for recent titles, it’s still quite a rare mark for the site in general) to one title because they we’d given a five star rating to another title recently? How would that be fair at all? Likewise, there was talk of the reviews being an earlier version of the title and not the launch version – which is obviously incorrect. The only way it was an ‘earlier’ version was that we received it earlier than the rest of you did, i.e. before release just the same as with a lot of other outlets. Although, in some cases we could’ve done with it a tad earlier(!) The guys played it often through the night to give you their impressions – which considering how poorly Peter’s been, was impressive. I couldn’t think of anything worse than being than suffering a respiratory issue when in VR. We dragged a Vive out to Malta so he could go into VR the moment we got Fallout 4 VR and he practically dragged a review out of his illness-wracked body. (I’ll discuss this in the second half of my Malta story in a future VR vs. later this year.) To be clear if we’re looking at an earlier candidate or demo that’s classified as a preview. Always, always, always. The other aspect to address was that people weren’t happy the reviewers didn’t mark titles down for issues that others found later, this was, if memory serves, particularly true of Fallout 4 VR. To which I will respond that the obvious reason it wasn’t marked down was because beyond any issues mentioned in reviews such issues were not seen by the reviewers. Reviewers can only critique or praise based on their experiences, not those of other people. I can understand if people are still unhappy with those answers but that’s the truth. Right, moving on!

DOOM VFR screenshot
“I’m not cleaning all this crap up…”

Prediction: “China Rises”
Result: True

Where do we begin? We’ll we’d best start with the aforementioned Vive Focus which apart from having a very good name if we do say so ourselves (*gestures with head in the direction of our logo*) is being created directly for the Chinese market. But beyond that a lot’s been going on in China this last year in the field of VR. There’s a lot of money flying about. China is definitely a player. This last year alone VRFocus covered stories on:

I’m only up to June and I’ve skipped a few on the way. There’s lots going on and we’ll be looking at China closely over 2018.

Prediction: SEGA Properly Join The VR Party
Result: False

Yup. They’ve still not thoroughly jumped in. In fact, they barely waggled a naked toe in VR’s direction. Where the hell are all those things I listed in my subsequent Top 10 Most Wanted Titles from last year? I want my The House Of The Dead OVERKILL inspired VR adaption of Virtua Cop, damnit! SEGA. Hurry the heck up, and we’ll even forget the so called AR experience that we were told was coming last year at the San Diego Comic-Con only for it to sort of disappear. Was it the episode of the Sonic Boom television series (which is excellent by the way) shown in the 360 degree dome? Was it that they were using a green screen in the vicinity? We’ll never know I guess.

That said, SEGA’s Joypolis venues are hosting a number of VR experiences now – but I specifically wanted SEGA made (or at least published) videogames. That’s a fail.

Boo.

Aside #3 and the last one I promise. You may remember my little rant about people calling the use of a green screen AR in a previous VR vs.? Well we had an absolute corker of one of those this week come through into our inbox just yesterday (at the time of writing) which was literally ‘use a green screen to put exotic locations behind you – this is AR’. Rebecca passed it on to me with glee. If you see this, please call this crap out for what it is.

After finding joy in human female company in 2006, things have gotten considerably more out of hand for Sonic.

Prediction: “VR Does What Nintendon’t”
Result: A 90 Foot High Neon Sign Of The Word ‘True’

Well, we had to end on this one, didn’t we? Oh Nintendo. You are so predictable when it comes to VR. No, we didn’t get VR on the Switch, and instead as predicted as Nintendo marched through 2017 raking in pots of money with their new hardware and taking home shipping containers rammed full of industry awards. But they also, as predicted, continued to be full of contradictions when it came to immersive technology.

At the same time as the bosses are confirming they’re definitely looking into VR in interviews and continuing to answer questions with similar answers in investor calls. At the same time as Pokémon Go is a technology defining (although whether that’s a good or a bad thing is a matter of contention) title for the whole of AR. Others figures in Nintendo continue to toe the same ‘we’re looking into it’ line in the same tone as a 5 year old being dragged off in a car has when folding their arms crossly and insisting “I don’t wanna go.”  There might well be clues in the source code for the Switch, but ultimately Reggie still doesn’t like it. Miyamoto has not changed his opinion. Yet this is despite a Mario Kart VR experience lighting up the internet, oh wait… Bandai Namco developed that.

Start praying to your Pac-Man gods that they’ll do some more in 2018 for us. And bring them West too!

Reggie Fils-Aime after he lost his smile, and subsequently had to relinquish the WWF title

Finale: So, How Did I Do?

Yikes, this was loads longer than I intended. The final total is eight predictions found to be true and seven false – and I was even generous with a couple of those. Over 50% success rate! I’ll take that I think.

I’ll be back next week to begin this year’s predictions – goodness knows what they’ll be so I’ll see you then.

Osram Semiconductors Working With FOVE for Eye-Tracking

German-based Semiconductor company Osram are going to be providing chips to Japanese virtual reality (VR) company FOVE to integrate eye-tracking into FOVE’s line of VR headsets.

Osram Opto Semiconductors will be providing Tiny infrared ChipLEDs in order to facilitate integrated eye-tracking into FOVE’s VR headset. Eye-tracking allows for eye-control, allowing users to select or interact with objects just by looking at them, and allows for increased realism by letting players make eye-contact with NPC characters. Eye tracking also allows for the use of a graphical technique called foveated rendering, which allows a VR system to only render the user’s current field of vision in full detail, allowing reduced detail in areas out of view, thus saving system resources and allowing for more realism.

“We chose Osram IR LEDs because they are high-quality products. They meet all our specifications. One of our main deciding factors was that very little light lies outside the central emission spectrum and is therefore lost, which meant we could streamline our optical filter design process and maximize our sensor performance,” said Lochlainn Wilson from FOVE.

“Through our collaboration with FOVE, we are the first supplier to provide an eye tracking solution for a VR headset,” said Eric Kuerzel, Product Marketing Manager at Osram Opto Semiconductors. “With its high efficiency and compact package, the SFH 4053 is ideal for this application.”

FOVE’s flagship VR headset, the FOVE 0, has been working with other technology companies such as AMD to perfect its headset, which is currently available as a development kit version. FOVE originally began as a Kickstarter project to create an eye-tracking VR headset, so the eye-tracking technology has been something the company has been keen to push from the very beginning.

VRFocus will bring you further information on FOVE and other VR hardware projects as it becomes available.

The Next Step for VR Headsets: Display Technology to Improve Before Wireless Solutions Arrive

The growing adoption of virtual reality (VR) devices worldwide is a fantastic achievement, but at the same time is accelerating the need for improved hardware. While many argue that wireless head-mounted displays (HMDs) are the next barrier, ABI Research suggests that the display technology will improve before high-end untethered VR becomes the norm.

VR Headset Price WarsHigher resolution displays are required to solve the ‘screen door effect’ caused by short distances between the user’s eyes and the display. Although the majority of VR HMDs available today support resolution of 2K or less, HMDs with higher resolutions are starting to enter the market.

According to recent forecasts from ABI Research, almost two-thirds (66%) of VR HMDs are expected to support 4K (Ultra HD) resolution in 2022. Displays with higher pixel density, wider field of view (FOV), and higher refresh rates are being developed to provide consumers with a more immersive experience. These displays, along with HMDs with reduced power consumption, size and weight will likely be the major considerations for the second generation of high-end HMDs.

“Tethered VR devices which are usually targeted at gaming applications, support higher resolutions displays compared to mobile or standalone segments. A number of tethered VR devices provide 2K resolution and some with 4K resolution displays have already hit the market,” commented Khin Sandi Lynn, industry analyst from ABI Research.

VR prototypes with even higher resolution have already been developed. In early 2017, Panasonic demonstrated a VR HMD of 6400×1440 resolution, 200-degree FOV, by using 4 LCD display with 1600×1440 resolution each. Another VR HMD maker which has showcased high resolution display is Pimax, with a prototype that supports 8K resolution with 200-degree FOV.

Fove image headshotWhile improving the VR display resolution, headset makers are also working towards development of foveated rendering, which computes the highest quality image only at the centre of the human visual field. NVIDIA has already developed a proof of concept for this technology, as showcased at SIGGRAPH, Anaheim, last year, while FOVE is a HMD based entirely on the progression of foveated rendering.

“While our eyes can see full resolution only at the center of vision, foveated rendering tracks eye movement and enables the processor to render full resolution on display any area where the eyes are focusing,” Lynn explains. “With efficient eye-tracking technology, foveated rendering sharpens the image at the focus point of the eyes, and reduce the resolution outside the focus point saving the graphic processing loads.”

Foveated rendering and eye tracking are likely to become important technologies in future VR HMDs for rendering high resolution images.

You can check out ABI Research’s report at https://www.abiresearch.com/market-research/product/1028886-display-technologies-in-virtual-reality/, and VRFocus will keep you updated with all the latest display technologies, rendering techniques and more for the future of VR hardware.

Companies Collaborate To Create VR Emotion Tracking Platform

Seven companies have joined forces to create a platform that aims to understand how the human mind works and processes information while watching television. Using a virtual reality (VR) headset along with an array of sensors, the creators hope to gain an insight into human behaviour and responses using the new platform, dubbed ‘VR on air test’.

According to Creative Director of one of the companies, Takayuki Yoshizawa of AOI Pro Inc. the idea came together after researchers realised users found monitoring equipment to be less intrusive when they were already wearing a VR headset. Yoshizawa told The Drum: “We originally had the idea of collecting data independently, building a platform and monetising it. If we could then use that data to understand their emotions, we could create a data set that could be used for business purposes as well.”

FOVE Banner

The more controlled environment of VR creates advantages for this kind of tracking study, as Yoshizawa noted: “EEG requires a controlled environment to avoid disruption (e.g., users getting distracted by the TV or furnishings around them). In the case of eye tracking, the distance between the user and the screen prevents precise measurement of exactly what object the user is viewing. In contrast, with VR, we can easily create a controlled environment.”

Companies are already looking at creating tools to utilise the data collected by the platform, and the companies involved are wanting to involve industries such as healthcare, education and entertainment.

“By combining a picture of a user’s emotional state (derived from “sensor-based data”) with data from traditional digital marketing tools (such as browsing history and cookies), the platform can be used to create and build businesses that match human emotions.,” Yoshizawa said, “In the future, we will expand and diversify the sources and volume of data that we handle in order to grow and enhance our service offerings.”

VRFocus will continue to report on new technology and innovations within the VR sector.

ResearchVR Episode 38 – FOVE and Eye-Tracking in VR

ResearchVR Episode 38 – FOVE and Eye-Tracking in VR

This week on ResearchVR you have a chance to catch up with our latest episode, where Az analyzed FOVE in detail with Jim Preston, Director of Strategy and Business Development.

The last few weeks were tough – between our day jobs and preparation of VR@Cebit, we did not have much time for the work needed to deliver you the best quality audio and information for our episodes. But now we are on track, and we have an extensive list of stimulating discussions and deep dives with VR and AR experts.

Jim Preston, the Director of Strategy and Business Development at FOVE, worked for years at EA as a producer, climbing his ranks to the top of the ladder. Now he leads the effort to partner with teams and companies from North America and Europe to create the best quality content for the FOVE.

Episode Preview

The ecosystem of modern virtual reality is developing faster than any other technology before. We are quickly reaching the point when just looking or pointing won’t be enough. We need to continuously provide improvements to the input system so that more can be possible. After all, software cannot do more than the hardware enables.

That is why the combination between eye-tracking and HMDs is one of the most interesting technologies currently available. With FOVE, instead of targeting the best possible hardware level, FOVE took up on the challenge to provide eye-tracking to the wide range of consumers. This is tricky when all the other elements of the HMD stack up the costs.

Learn (listen to or watch) all about the trade-offs and solutions that FOVE implemented in Episode 38 – FOVE and eye-tracking in VR with Jim Preston.

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FOVE Announce Partnership With AMD And New Downloads At GDC

Eye-tracking head-mounted display (HMD) virtual reality (VR) device FOVE 0 has been running demonstrations at GDC with their new partners AMD.

The demos are running on MD MultiRes Rendering on Radeon graphics hardware for the first time using foveated rendering. The FOVE 0 with the AMD Radeon has achieved frame rate improvements of almost double and they are reporting baseline GPU improvements of 30% versus standard rendering.

Daryl Sartain, AMD’s Director of VR had this to say; “What FOVE gives us is something we’ve never had before, the ability to know precisely where the user is looking at any moment is a crucial feature that enables us to accurately render high-resolution images where it matters.”

Fove image headshot

FOVE began as a project to create an eye-tracking VR headset on Kickstarter, which successfully hit its funding goal on July 4th 2015. Since then FOVE has rolled out it’s FOVE 0 development kit version to it’s backers as well at the dev kit being made available from the FOVE website for $599 (USD).

As announced on their website, FOVE have also rolled out some new demos for download. Including CognitiveVR, an eye-tracking analytics demo that tracks eye movement from inside a VR store, allowing detailed analysis of product placement and advertising effectiveness.

fove demos

Also on the FOVE Demo Launcher platform are several new demos of games available for FOVE, such as Project Falcon, an on-rails shooter; Judgement, a VR story experience where the player is interrogated by a terrorist group; Rainball a deceptively simple puzzle game and Grandma’s Doll, a VR version of children’s game ‘Statues’ with a horror twist.

VRFocus will continue to bring you news on FOVE as it comes in.

‘Sword Art Online’ Experience Comes to FOVE 0

Sword Art Online (SAO), the VR-centric manga and anime series, will soon be gracing the eyeballs of Fove 0 owners in a new VR experience featuring the series’ female protagonist, Asuna. The SAO experience was created to welcome new users and teach them how to use Fove 0, the first commercially available VR headset with integrated eye-tracking.

According to Anime News Network, Fove 0 users will be able to meet the series’ female protagonist Asuna, who acts as a sort of concierge to new users. The experience leverages the headset’s eye-tracking capabilities to give Asuna the ability to recognize when you’re looking at her—but more importantly where your eye drifts when she speaks. Looking at her right in the eye will elicit a smile, but ignore her and she’ll get upset. Haruka Tomatsu, Asuna’s Japanese-language voice actor, says in a video presenting the headset (Japanese only) that Asuna will even get angry if you ogle her for too long.

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The experience was created in honor of the upcoming Sword Art Online The Movie: Ordinal Scale (2017) film, and will be first made available in Japan and Korea starting January 31 with availability ending July 31, 2017. If you’re in either Japan or Korea, you can download the experience here or visit. There’s still no word on when or if the SAO ‘welcome experience’ will be made available to Western audiences.

fove-0-vr-headset-1

Fove, the product of a successful Kickstarter campaign and hailed as the first of the ‘next generation of VR headsets’, launched Fove 0 worldwide late last year at $599. The San Francisco-based company has since secured over $11m across 3 funding rounds with investors including Samsung Ventures, Colopl VR Fund, and Foxconn Technology Group.

Sporting a single WQHD OLED 2560×1440 display (1280×1440 per eye), 70Hz refresh rate, and about a 100° field-of-view (FOV), Fove 0 is a modest offering specs-wise in comparison to current PC VR headsets like the Rift and Vive, which both have higher refresh rates, slightly higher FOV and dual displays for better interpupillary distance (IPD) fit, but makes up for it by packing an accurate and reliable infrared eye-tracking system that not only lets you use your eyes as an input device, but introduces a bevy of possibilities when it comes to making VR seem more real to users. Road to VR Executive Editor maintains a later prototype of the Fove 0 “serves as a solid proof of concept of what eye-tracking can add to virtual reality, and they’ve so far got an impressive headset to boot.” Check out the full hands-on article here.

Fove 0 is compatible with Valve’s OpenVR API, giving it basic access to a swath of SteamVR-compatible content. The company has since released their SDK which allows developers to integrate Fove support for projects built-in Unity, Unreal Engine, and CryEngine.

The post ‘Sword Art Online’ Experience Comes to FOVE 0 appeared first on Road to VR.