three cubes on a black background. The middle cube has a gaze targeting reticle hovering over it, making it more colorful than the other two cubes.

Gaze Targeting [Video]

Back in the earlier days of consumer-ready VR, headsets only allowed for movement within 3 degrees of freedom, which meant you could only move your head around. This also meant that you couldn’t track a controller within 3D space the way you can now with headsets like the Quest. The most common input method for these early consumer VR headsets was gaze targeting. But is it still relevant today?