Probably because in the PC space, efficiencies of hardware and generally a concern. Development of frame interpolation began last-gen on consoles, despite PCs also rendering. Why? Because on PC, you wouldn't think about eking out more performance as people just buy better hardware. That might chance if games start using lower spec'd hardware as standard through mobile (Win 10). When your Windows game has to run on a GTX 960 and a 3 Watt GPU squeezed into an 8" tablet with a ridiculously overzealous resolution for its size, squeezing out performance will become more important and console thinking might become the norm. However, to now, only Sony with its finite console hardware is going to be looking closely at workarounds. Valve and Oculus will be selling to core gamers with monster rigs, likely also looking for an excuse to buy even better hardware.That makes sense. My question however is why aren't other companies doing this ? If it was a good solution why isn't it on the valve or oculus stuff. 2400x1080p at 90fps is a big over head when they could target 60fps and just have a break out box fill in the interpolated frames
Yes. http://www.roadtovr.com/fove-eye-tracking-vr-headset-hands-on-ces-2015/is the tech there for proper eye tracking ?