XR developer focus — avatars, games, and pilot training
First in a new XR blog series for software and game devs, with this edition looking at eye tracking in avatars, games, and use case for pilot training.
It will have some of our long standing features in the Assassin’s Creed franchise, such as Extended View, Aim at Gaze and Enemy Tagging, but it also includes some new features that are adapted to the game.
Assassin’s Creed® Origins takes place in ancient Egypt, which means you’ll be surrounded by beautiful landscapes and architecture to discover while fighting against dangerous factions and beasts.
When engaging in battles and you take aim the game knows more about your intentions based on where you’re looking. Your aim will move in the direction you’re looking rather than assuming what you want to hit is in the center of your screen.
Before engaging in a battle, you might want to tag your enemies. Enabling eye tracking for this action will let the game know when you’ve seen each enemy and it’ll automatically tag the enemies you’re aiming at or the ones you have spotted with Senu.
When you’re picking up loot, you can interact with loot objects by just looking at them. The game will know what loot object you’re interested in and will make it active.
When facing your enemies, you can pick your target with your eyes when you press lock on to target. Imagine standing in front of multiple enemies and you press the key to lock on to target. The game will then lock on to the target you’re looking at rather than picking the enemy closest to you or the center of the camera.
The light within the game will adjust accordingly to make sure what you’re focusing on will be visible and clear.
When you look at the sun, it will become brighter and display a lens flare.
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First in a new XR blog series for software and game devs, with this edition looking at eye tracking in avatars, games, and use case for pilot training.
In this blog post, we will discuss Tobii Ocumen success stories, VR games featuring eye tracking as well as design for gaze-based interactions.
In this XR developer focus post, Johan Bouvin summarizes the impact of our eye tracking in upcoming VR headsets.
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