crwdns2933423:0crwdne2933423:0

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crwdns2933797:0Jeff Suovanencrwdnd2933797:0crwdne2933797:0

crwdns2936043:0crwdne2936043:0 crwdns2933505:0crwdne2933505:0 Jeff Suovanen

crwdns2933769:0crwdne2933769:0
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crwdns2933807:0crwdne2933807:0

-[* black] Popping off the IR emitter ring, we find the elusive eye-tracking IR camera hiding behind a dark filter.
+[* black] Popping off one of the two IR emitter rings, we find the elusive eye-tracking IR camera hiding behind a dark filter.
[* black] These appear to be [https://www.ovt.com/cameracubechip|OmniVision CameraCubeChip|new_window=true] cameras with externally-mounted [https://en.wikipedia.org/wiki/Dichroic_filter|dichroic filters|new_window=true].
[* 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.
-[* icon_reminder] Having only a single camera below the eye may limit the accuracy and range of eye tracking. The camera can better view the eye/pupil when the user is looking downward than upward.
+[* icon_reminder] Placing a single camera below each eye may limit the accuracy and range of eye tracking—the camera can better view the eye/pupil when the user is looking downward than upward.