While I don't care for yet another Assassin's Creed game, I love this use of the Eye Tracking technology. If it truly tracks your eye's focus point in-game as accurately as they say, they could do some other neat tricks with it too, such as real-time dynamic DoF focus utilizing your actual eye's focus point on screen as the focus depth plane. No more arbitrary "DoF" effect where they just blindly blur the background...that's not how our eyes work. When I look in the distance I want to be crystal clear, but the foreground blur like it does in reality. When I look at my hand or at a very close object, the focus range should shallow-up and have more of the background (and extreme foreground) become more blurry. The math to mimic the eye's focus limitations is already calculated, but other than a few FPS games it didn't really make sense to implement without direct input from the user's own eyes. That way whatever you're staring at on the screen is always in focus for you, but things on-screen in your natural peripheral vision is correctly blurred if it's far behind or in front of the focus point in-game.