Forum Discussion
ArkyMosuke
11 years agoHonored Guest
Don't Blink - Suggestion for a sensor to add!
I had to jump on here to start a discussion and possibly give the idea of a new feature for Dev Kit 3 (or retail, whichever comes next.)
The possibility of a sensor that could detect if your eyes were closed or not.
Two words any doctor who fan can understand.
Weeping Angels.
As there's a ton of horror potential, imagine this as a feature.
Imagine being immersed and closing your eyes, the game detects this with a sensor and reacts accordingly to programming such as moving a monster that only does such when you aren't looking at it. Sure you can point your head in it's direction, but imagine having to keep your eyes open to defeat or maneuver certain obstacles.
The possibility of a sensor that could detect if your eyes were closed or not.
Two words any doctor who fan can understand.
Weeping Angels.
As there's a ton of horror potential, imagine this as a feature.
Imagine being immersed and closing your eyes, the game detects this with a sensor and reacts accordingly to programming such as moving a monster that only does such when you aren't looking at it. Sure you can point your head in it's direction, but imagine having to keep your eyes open to defeat or maneuver certain obstacles.
2 Replies
- LKostyraProtegeThis sounds terrifying and amazing at the same time. If I remember correctly, on Connect 2014, Oculus mentioned adding eye tracking as a part of immersion. Adding blink detecion to it might be not so difficult. I love this idea.
- ArkyMosukeHonored GuestIt would add an entirely new depth to the device itself. Much easier than general eye tracking itself, so it shouldn't be hard at all to add. The eye tracking implementation should be able to do this. Set up to assume when it cannot track the iris, that the player has closed their eyes.
Imagine Silent Hills: Playable Teaser. You encounter Lisa for the first time, and close your eyes, then.... when you open them she grabs you and kills you. (Like she does after the player hangs around in a loop too long)
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