The eye tracking modul is not being developed by pimax.
Yes but I wasn’t really talking about just the eye tracking module, I meant spending time on any/all such ancillary stuff, such as Pimax’s own controllers and lighthouses, headband, audio and anything else not directly to do with the headset itself, which is why I wrote “etc.” at the end.
Besides even if Pimax aren’t developing the eye tracking module themselves, they would probably still be handling some time-consuming interruptions around working with Adhawk for things like business/project management, coordination and technical integration questions/issues and testing.
its not necessary to render the full resolution to all parts of the panel & could also help to reduce min gpu spec needed for higher details.
I agree this makes it possible to use cheaper lower spec GPUs to give (nearly) the same VR experience, but I can’t imagine that people will not find foveated rendering intrusive at some level, since it cannot ever be perfect. There will always be some small lag, eye tracking error or extra peripheral bluriness that will make it somewhat noticeable compared to just rendering the full screen. The real question is, will it feel enough of a compromise to spend more money on a more powerful GPU to just render everything full-screen, which is a subjective opinion that comes down to the individual. As I said, I expect it will turn out that for those of us not on a limited GPU budget, the subjectively better choice would be to just turn off foveated rendering completely.
And also adds immersion factor as your ig avatar can show where its looking.
That’s just dependent on eye tracking, you don’t need foveated rendering enabled for that. Besides I’m not going to care enough about what others see to waste money on it.
Beyond foveated rendering, the only good use of eye-tracking that I’ve seen is as another form of input, such as to help you aim.