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Built-in eye tracking offers exciting accessibility possibilities



Built-in eye tracking offers exciting accessibility possibilities

The new PSVR 2 headset shows its inner values.

The new Playstation VR Headset 2 could not only set a new standard in the field of VR glasses in general, but also in terms of accessibility. For example, in Horizon Call of the Mountain, it is possible to control the menu with the eyes.

Soon to control VR games with just your eyes?

As our colleague Sebastian Zeitz noted during his play session, with Call of the Mountain, it was possible to control the menu with the eyes if the PSVR 2’s eye tracking was first activated and calibrated.

You still have to confirm input with the X button on the controller, but the Horizon offshoot is the only game so far that uses eye tracking for such a feature. In other games, eye tracking has only been used primarily for so-called foveal rendering. This is responsible for saving resources by blurring game areas that are outside of peripheral vision.

You can see our preview of Call of the Mountain here:

I've played PSVR 2 and the new Horizon - It's awesome!


I’ve played PSVR 2 and the new Horizon – It’s awesome!

Great potential for more accessibility

Even though the use of eye tracking in this form is still in the starting blocks, it still shows how VR glasses can expand accessibility for all gamers in the future. There are already eye and head tracking tools for gaming in general, but so far they have required a camera (sometimes bespoke) that records player movements and then translates them into in-game actions. .

With the PSVR 2, on the other hand, this functionality is provided directly and since the eye tracking can also recognize blinks and winks in addition to eye movements, it is quite possible that we will be able to control future VR games with our only eyes. .

This is how eye tracking is calibrated

Eye tracking itself is optional and must be calibrated individually for each person. To do this, you follow a red dot with your eyes inside the glasses, first on a black background, then on a light white background. You can then test if the calibration was successful. You control seven different points with your eyes and then receive an acoustic and visual signal accordingly.

Learn more about PSVR 2 and accessibility:

More haptic feedback than ever

Besides eye tracking, the PSVR 2 offers more feedback than any VR headset before thanks to vibration motors built into the headset and controllers. On the one hand, the immersion increases significantly, on the other hand, these functions could also be used for more accessibility, such as the vibration language function used in The Last Of Us Part I.

Sony’s new VR headset is due out in early 2023, but there’s currently no specific release date.

What’s your impression of PSVR2 so far? Are you going to use eye tracking?

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