Tobii Signs Agreement With VR Headset Manufacturer – VRFocus

Tobii Signs Agreement With VR Headset Manufacturer – VRFocus

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Though eye-tracking is considered important for the next generation of virtual reality (VR) technology, as it allows for techniques such as foveated rendering to be incorporated, so far eye-tracking has not been included in most commercially available VR headsets. That might be about to change as Tobii, an eye-tracking company has signed an agreement with a leading Vr headset manufacturer.

The agreement includes the Tobii EyeChip and licenses for Tobiii’s VR4 system design, intellectual property and software. So far Tobii have not released details on which VR manufacturer the agreement is with.

Tobii EyeChip Header

“We have made great efforts in adapting our world-leading eye-tracking technology for VR together with key customers and partners and it’s of course very exciting to be able to announce this agreement. It is an important milestone for Tobii to establish eye tracking as a foundational VR technology,” said Henrik Eskilsson, CEO of Tobii.

Tobii has declined to provide information about potential sales volumes for the technology, but is expecting to begin delivery in 2019.

The company is expecting that the market for VR headsets will continue to grow, citing estimates made by IDC, which shows the number of VR headsets sold will amount to over 4million units in 2018, growing to approximately 30 million by 2022. The company believes that many of these headsets will incorporate eye-tracking.

Tobii has previously released an eye-tracking development kit for the HTC Vive, and the HTC Vive was the headset that Tobii used to showcase its new technology developments during the 2018 Games Development Conference (GDC) earlier this year.

Tobii HTC Vive headset

The company has also partnered with Qualcomm, with Qualcomm showcasing its Snapdragon 845 Mobile VR reference design, demonstrating the design at GDC, which incorporated Tobii’s technology.

For future coverage on Tobii and eye-tracking use in VR and augmented reality (AR), keep checking back with VRFocus.

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