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Ashish
Ashish

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Capcom is preparing for a ‘future where we create games together with AI’

From Capcom's AI Talk to My Living Room: How a VR Game Helped My Eyes Work Together

Last month I watched Satoshi Ishida walk through Capcom's RE Engine at the Open Conference RE: 2026 and explain how generative AI is now co‑authoring AAA pipelines. The same idea — lowering the cost of complex, personalized loops — stuck with me because I've spent years patching my lazy eye with little progress.

When I heard about AmblyoPunch, a Meta Quest title from Seven Sportz that turns dichoptic vision training into a game, I borrowed a Quest 2 and launched the first world. The opening stage shows Gabor‑pattern coins only to my weak eye; I punch them with the controller while red spikes force me to duck. The coins shrink and speed up as I clear the 70 % threshold, and the game automatically dims the dominant eye in stage 2, then restores brightness in stage 3 before introducing a tiny disparity for fusion in stage 4.

I missed the 70 % mark a few times and got demoted, which felt frustrating but honest — the system only advances when my brain actually learns to fuse the two views. After three weeks of 15‑minute sessions I can catch the smaller coins in the city world without the patch, and my optometrist noted improved stereo acuity during my last check‑up. AmblyoPunch isn't a medical device and doesn't replace professional care, but it gives me a measurable, repeatable way to practice binocular coordination at home.

The wrist menu let me set severity to moderate and specify my esotropia, so the final fusion stage nudges the images just enough for my eye turn. I appreciate that the engine handles the rendering while the design encodes the neuroplasticity schedule — no manual calibration scripts, just a clean API between the headset optics and the training logic.

Try it here: https://www.meta.com/en-gb/experiences/amblyopunch/1239507485902689/

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