Assassin’s Creed Rogue to use eye tracking technology
By Jason Nawara
Eye tracking technology has been close to entering the homes of gaming consumers for a few years now. It’s essentially the “next big thing” in gaming since motion controls (we all see how well that worked out).
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But don’t confuse eye tracking with something like the Oculus Rift. Comparing those two is fair, but still wrong. The Oculus Rift is a piece of hardware that places you into another dimension, following your head’s every move and immersing you into the game experience like nothing we’ve ever seen before. Eye tracking seems to be an addition to games, not unlike an analog stick, a mouse with a few programmable buttons, or a rumble in the controlloer.
On March 10th, Ubisoft is releasing Assassin’s Creed Rogue to the PC, after being exclusively available only on legacy consoles such as PS3 and Xbox 360. With the port, we’ll see the obvious framerate and graphics upgrades, but most importantly, the (some) copies of AC: Rogue will come shipped with Tobii Tech’s SteelSeries Sentry, an eye tracking device that will create an “infinite screen” for the player.
Check it out in use on AC: Rogue right here:
Personally, I’m not sure if this is something needed, but that’s probably how I felt about the Dual Shock and my gaming mouse. Even analog sticks (tank control Resident Evil never die!).
I am willing to try it out, however. The Sentry is unobtrusive to the gamer, sitting like a mini Kinect on your desk, and reading the movements of your eye 50 times a second. This product that normally will run you $200 at retail is the future, but do we really need it in the present?
I can see the applications in use on a game like AC: Rogue, but what other games could make good use of this technology? Hands free adventure gaming? I’m down. Maybe some uses in a Civilization game… I’m willing to find out.
It just looks so… Cool.
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