-IRRE-Wibration Posted May 1, 2017 Posted May 1, 2017 (edited) I know it's too soon to really talk about it, but maybe in a few months this thing will be reel so I ask for dev : do you think you will add this feature on the game (high render where the eyes look + DoF focus and blur everything else) ? It will improve a lot the performances and give access to VR for the medium pc config. This is for me one of the more big steps to bring VR to casual gamers. Sources :https://uploadvr.com/7invensun-eye-tracker-for-vive/ http://www.roadtovr.com/vive-get-eye-tracking-add-optional-corrective-lenses/ EDIT : For people who don't understand why it's a cool improve of VR experience, look at this video which explain how an human eye works (and specially at 2:30 and 6:12 for this feature) : Edited May 2, 2017 by -IRRE-Wibration
dburne Posted May 1, 2017 Posted May 1, 2017 Fwiw there has been some discussion on this topic in the VR subforum: https://forum.il2sturmovik.com/topic/29032-htc-vive-get-eye-tracking-peripheral-add/
dburne Posted May 1, 2017 Posted May 1, 2017 is it available yet? Not yet, should be available as an app 200.00 add on for the Vive soon.
=IL2AU=chappyj Posted May 2, 2017 Posted May 2, 2017 (edited) i dont see a lot of value in this until we're in genuine 4k per eye territory and wider FOV with the hardware to be honest. The lower res means even things you look straight at are slightly blurry at longer distance already. why would you voluntarily blur the (limited) peripheral vision you have currently unless it can be linked to a really large discernable performance improvement... definitely with 8k/fov hardware this will be a must though Edited May 2, 2017 by =WFPK=chappyj
Wolf8312 Posted May 2, 2017 Posted May 2, 2017 From what I read it could apparently give a significant VR perfomance boost.
=TBAS=Sshadow14 Posted May 2, 2017 Posted May 2, 2017 but if you see that blurryness it would not be good??if i had eyesight like that first pic i would be needing to pay a visit to docs
No601_Swallow Posted May 2, 2017 Posted May 2, 2017 (edited) subcounciously you see perfectly with your peripheral vision its just the concious that blurs it Not my understanding. I remember reading somewhere that the packed area of your retina with loads of light-sensitive "cones" that supplies fine detail is about the size of your thumbnail at full arm's length. Everything else - absolutely everything else - is a low-definition blur. It's just that the brain/visual areas of the brain constantly scan the world and update the information... Thus, all you'd have to render in detail for any given frame would be an absolutely tiny area of the screen. The speed and responsiveness of the eye-tracking, on the other hand - and the updating of the screen to match the eye-movement - would have to be phenomenally fast. (I may well have got this wrong, by the way - I'm not an expert at all! ) Edited May 2, 2017 by No601_Swallow 1
=EXPEND=Tripwire Posted May 2, 2017 Posted May 2, 2017 (edited) Nope you got it right Swallow. High resolution in your peripheral is wasted processing power. Foveated rendering if done correctly with low latency eye tracking will be indistinguishable to the user of the VR headset, but with significant performance gains. Edited May 2, 2017 by Tripwire
Quax Posted May 2, 2017 Posted May 2, 2017 This tech makes sense combined with a high resolution headset. So lates wait for 2nd or 3rd generation of VR. But as it is now, it helps only low power graphic cards. Who did buy a 600 dollar VR and is using an old graphic card ???
A_radek Posted May 2, 2017 Posted May 2, 2017 But as it is now, it helas only low power graphic cards. Who did buy a 600 dollar VR and is using an old graphic card ??? Yeah that would.. be me Sporting a dusty old 970. This is the minimum requirement for the occulus and I was sure i'd choke it running il2. But yet again the devs impress. I'd does keep the 45fps required foe asw to save the day, but won't hit the magic 90 until I'm at 2k altitude. This foveated thing I'm sure could bump me up to 90 whenever and however, which I suspect even a 1080 can't do. (Someone with a 1080 correct me if I'm wrong) "Slight" derail here: I've noticed my cpu averages around 50% load running Box. And my measly 970, 70-80% with asw turned off. It rarely goes up to 90+ % load. According to gpu-z it's the application bottlenecking. Find this annoying when my fps is at 70 and Gpu load at 70%. I'm sure the problem is on my side of things but just can't figure out where the bottlenecking is.
Jade_Monkey Posted May 2, 2017 Posted May 2, 2017 Seems like a VR advantage . Please elaborate. Sounds like you are about to blow our minds. 2
Capt_Stubing Posted May 2, 2017 Posted May 2, 2017 (edited) i dont see a lot of value in this until we're in genuine 4k per eye territory and wider FOV with the hardware to be honest. The lower res means even things you look straight at are slightly blurry at longer distance already. why would you voluntarily blur the (limited) peripheral vision you have currently unless it can be linked to a really large discernable performance improvement... definitely with 8k/fov hardware this will be a must though You make a good point. I think in the current form it could offer better performance but given the FOV I don't think it makes much sense until 2nd gen Edited May 2, 2017 by 14./JG5CaptStubing
gnomechompsky Posted May 2, 2017 Posted May 2, 2017 I wonder how much work a developer has to do to implement it. Maybe BoX is already some way to the technology as we saw dynamic resolution in the last patch. In theory this tech could also work with a standard 2d flat screen so long as you have a device that can track your eyes.
-IRRE-Wibration Posted May 2, 2017 Author Posted May 2, 2017 (edited) but if you see that blurryness it would not be good?? if i had eyesight like that first pic i would be needing to pay a visit to docs Look at that (at 2:30 and 6:12 but the entire video is interesting) : EDIT : I add this video on the main post Edited May 2, 2017 by -IRRE-Wibration
J2_Trupobaw Posted May 2, 2017 Posted May 2, 2017 It's already modelled by feature called zoom. It works fine with traditional screens.
=EXPEND=Tripwire Posted May 3, 2017 Posted May 3, 2017 It's already modelled by feature called zoom. It works fine with traditional screens. Not even remotely the same. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now