VR advancements to look out for in 2017:
- Eye tracking (it already works perfectly, I've tried it myself at SIGGRAPH), this will enable a few cool things:
- Foveated Rendering - rendering only what is in the fovea view at high quality and using a lower quality method for the periphery. Reduces rendering requirement by ~75%, enabling either higher-end graphics on the desktop, or the ability to move many desktop-bound VR applications to mobile.
- Eye-assisted interactivity - SMI had a demo at SIGGRAPH where they demonstrated using where your eyes were looking to increase precision of interactions with controllers in VR (for example, grabbing very small objects in VR accurately).
- Inside-Out Tracking - using computer vision to provide 6DoF tracking for headsets without the need for external trackers. Will allow mobile headsets to have positional tracking (which is SO VERY important for VR) and will allow desktop headsets to have lower setup complexity (less important).
- note: Microsoft will likely dominate this by my guess, seeing as probably the strongest part of the Hololens is it's excellent tracking.
- Wireless adapters for existing headsets - these made a big splash at CES and apparently work pretty well. Making the existing experience un-tethered will definitely help room-scale experiences.
- Self-Contained headsets - this is vital to mass-adoption of VR imo. I think we'll see some of these this year, though probably not from HTC/Oculus yet.
AR, while definitely more the "consumer" product in the long run, is still far off as the display tech just isn't there yet. But the above advancements in VR pave a way for AR in the future, until there is no longer a distinction between them device-wise, but it rather becomes a slider of "how much reality do you want to replace?".