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crwdns2933797:0Adam O'Cambcrwdnd2933797:0crwdne2933797:0

crwdns2936043:0crwdne2936043:0 crwdns2933505:0crwdne2933505:0 Adam O'Camb

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[* black] Popping off one of the inner lens elements gives us a view of the IR emitter ring. And at the bottom, the elusive IR camera for eye tracking.
+ [* icon_note] Eye tracking in VR and AR allows for some pretty cool new [https://magic-leap.reality.news/news/magic-leaps-blink-demo-shows-eye-tracking-spatial-audio-make-virtual-content-come-alive-0186284/|interface options|new_window=true], as well as [https://www.wired.com/story/eye-tracking-vr/|improvements|new_window=true] in realism and rendering efficiency.
[* black] The IR cameras hide behind the two dark square-shaped filters at the bottom, one for each eye.
-[* black] These appear to be OmniVision ChipCube cameras with externally-mounted dichroic filters.
+[* black] These appear to be [https://www.ovt.com/cameracubechip|OmniVision ChipCube|new_window=true] cameras with externally-mounted [https://en.wikipedia.org/wiki/Dichroic_filter|dichroic filters|new_window=true].