Eye tracking in video games
theverge.com
theverge.com
The game itself has great mechanics, environment and audio. But the story is what makes me like the game more than anything. It makes you think.
It's great for players who are not into horror games, and I would argue that it makes the game even more unsettling once you realize what the monsters are.
I did, and enjoyed it, and I don't think I would've enjoyed playing the game as much, despite playing a lot of games in general.
Here's the one I watched: https://www.youtube.com/watch?v=eV_WfrDPUL4
Soma had some flaws to be sure, but damn did it do some things really well. I'd highly recommend it - eye tracking or no.
Open source community to the rescue!
It's certainly being actively researched though and seems likely to be part of a future generation of VR headsets.
Absolutely not. Head and eye movements might complement each other, but they are completely different in execution. And you can't reliably track gaze from head movements alone.
Focusing on distinct objects by looking at them, for example, is something you can only do with eye tracking (except for the most extremely coarse cases where there's only one object in the general direction of the head).
BTW: Head tracking in games is nothing new, TrackIR e.g. has been around and a staple in sim racers for ~15 years now.
Thanks in advance for a reply not consisting of quotes of your previous messages.
The eyes are the fastest moving part of the body, rotating at up to 900 degrees per second, and they are in constant motion anytime you're awake (and sometimes when you're asleep). Trying to approximate eye tracking with head tracking alone gives you such a poor estimate of what the eyes are doing that it's not really useful.
Eye tracking is not necessary to implement the Fire Phone's "Dynamic Perspective" feature. Wikipedia: "Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head." You don't need to know either of these things to render correct perspective. You need to know the eye position, not pointing direction. The position is provided by head tracking, not eye tracking.
This is clearly subjective. There are many aspects of games and many games implementing these aspects. Some pre-1990 games excel at some of them and some newer games excel at others. Apples and oranges. For example, as a medium for interactive storytelling, in my own opinion, only very recently have games managed it in a way that I found more engaging than non-interactive mediums in terms of storytelling impact. Part of this, for me, is that decisions actually impact the gameplay and continuing story and things like lifelike facial animation. When engaging visuals are combined with rock solid storytelling, you've got a great movie, but when you add solid interactivity and gameplay, it really becomes something else. This just wasn't possible pre-1990.
You're obviously talking about the simple "small number of mechanics" pure gameplay games (the tetrises, bombermans, pacmans, space invaders etc), sure, there are some great and long-lasting games, but there are plenty of amazing modern games too in terms of gameplay (eg Rocket league).