Eye tracking in the Bigscreen Beyond 2 and Meta Quest 3 differs significantly due to their design and implementation.
Bigscreen Beyond 2:
- Eye Tracking Availability: The Bigscreen Beyond 2 does not include eye tracking by default. However, a variant called Beyond 2e, scheduled for release in May, will feature eye tracking using what Bigscreen claims is "the world's smallest eye-tracking suite" with sensors the size of a grain of sand[1]. This technology is designed to be efficient and run on the GPU, reducing CPU load compared to other solutions[1].
- Functionality: Initially, the primary use of eye tracking in Beyond 2e will be for animating avatars' eyes in VRChat. Foveated rendering, which optimizes performance by focusing processing power on the area where the user is looking, is planned for later this year[1].
- Community Solutions: Before the official eye tracking integration, community members have developed mods like EyeTrackVR, which provides an open-source eye tracking solution for the original Bigscreen Beyond. This mod uses off-the-shelf components and can be integrated via the headset's USB-C port[2].
Meta Quest 3:
- Eye Tracking Availability: The Meta Quest 3 does not include eye tracking. This decision was made due to several factors, including cost, weight, and the challenges of integrating eye tracking with pancake lenses[3].
- Challenges with Pancake Lenses: Meta's CTO, Andrew Bosworth, highlighted that using pancake lenses presents unique challenges for eye tracking, such as requiring additional hardware that can increase cost and complexity[3].
- Future Plans: Meta has expressed interest in incorporating eye tracking into future headsets, but no specific timeline has been announced for the Quest series[3].
In summary, while the Bigscreen Beyond 2e will offer integrated eye tracking, the Meta Quest 3 does not include this feature due to technical and cost considerations. The Bigscreen Beyond 2e's eye tracking is designed to be efficient and compact, whereas Meta is exploring solutions for future models.
Citations:
[1] https://www.uploadvr.com/bigscreen-beyond-2-and-beyond-2e-announced/
[2] https://store.bigscreenvr.com/blogs/beyond/eye-tracking-for-bigscreen-beyond-with-eyetrackvr
[3] https://mixed-news.com/en/quest-3-eye-tracking-hurdles/
[4] https://www.youtube.com/watch?v=xCzP7uKwzSM
[5] https://www.youtube.com/watch?v=Ez_WotYLD18
What are the main differences in the eye tracking technology used by Bigscreen Beyond 2 and Meta Quest 3
The main differences in eye tracking technology between the Bigscreen Beyond 2 (specifically the Beyond 2e variant) and Meta Quest 3 are primarily due to the fact that the Meta Quest 3 does not currently include eye tracking. Here are the key differences:
1. Availability of Eye Tracking:**
- Bigscreen Beyond 2e: This variant includes eye tracking technology, which is designed to be compact and efficient. It uses what Bigscreen describes as "the world's smallest eye-tracking suite," allowing for features like avatar eye animation and potentially foveated rendering in the future.
- Meta Quest 3: The Meta Quest 3 does not have built-in eye tracking. Meta has not integrated this feature into the Quest 3, focusing instead on other advancements like improved display technology and pancake lenses.
2. Technical Implementation:**
- Bigscreen Beyond 2e: The eye tracking in the Beyond 2e is designed to run on the GPU, which helps reduce CPU load and maintain performance. This approach is aimed at providing a seamless user experience without significant impact on system resources.
- Meta Quest 3: Since the Quest 3 does not include eye tracking, there is no specific technical implementation to compare. However, Meta has discussed the challenges of integrating eye tracking with pancake lenses, which could be a factor in future designs.
3. Future Development and Integration:**
- Bigscreen Beyond 2e: Bigscreen is actively developing and integrating eye tracking into their ecosystem, with plans for features like foveated rendering. This suggests a commitment to leveraging eye tracking for enhanced VR experiences.
- Meta Quest 3: While Meta has expressed interest in eye tracking for future products, there is no specific timeline or details on how it might be implemented in the Quest series. The focus for now remains on other aspects of VR technology.
In summary, the primary difference is that the Bigscreen Beyond 2e includes eye tracking technology with specific features and technical implementations, whereas the Meta Quest 3 does not currently offer eye tracking.
How does the eye tracking calibration process differ between Bigscreen Beyond 2 and Meta Quest 3
The eye tracking calibration process differs significantly between the Bigscreen Beyond 2 (specifically the Beyond 2e variant) and Meta Quest 3, primarily because the Meta Quest 3 does not include eye tracking. Here's how the calibration processes compare:
1. Calibration Process for Bigscreen Beyond 2e:**
- Existence of Calibration: The Beyond 2e includes eye tracking, so a calibration process is necessary to ensure accurate tracking. This typically involves a simple setup where the user looks at specific points on the screen to align the tracking system with their eye movements.
- User Experience: The calibration process is designed to be user-friendly and quick, allowing users to start using eye tracking features like avatar eye animation and potentially foveated rendering without much hassle.
- Technical Details: The calibration might involve looking at a series of dots or shapes displayed on the screen, which helps the system map the user's gaze accurately. This process is usually automated and guided by on-screen instructions.
2. Calibration Process for Meta Quest 3:**
- No Eye Tracking: Since the Meta Quest 3 does not include eye tracking, there is no calibration process for this feature. Users do not need to perform any eye tracking calibration because the feature is not available.
- Other Calibration Processes: While there is no eye tracking calibration, users may still need to perform other calibrations, such as setting up the headset's IPD (Interpupillary Distance) or adjusting the controllers. However, these are unrelated to eye tracking.
3. Future Developments:**
- Bigscreen Beyond 2e: As Bigscreen continues to develop and refine their eye tracking technology, the calibration process might evolve to become even more streamlined or automated. This could involve using AI to predict and adjust for user-specific eye movements.
- Meta Quest 3: If Meta decides to integrate eye tracking into future Quest models, they would need to develop a calibration process. This might involve leveraging their existing VR expertise to create a user-friendly and efficient setup process.