Tobii Signs Agreement With VR Headset Manufacturer

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.

Unknown Fate: VR-Abenteuer mit Eye-Tracking-Technologie erscheint am 6. September

Auf der Gamescom 2017 stelle Entwicklerstudio MarsLit Games erstmals Unknown Fate vor. Ein Jahr später präsentierten die Devs einen neuen Gameplay-Trailer auf der Gamescom 2018 und nun gibt es einen Release-Termin. Publisher 1C Company veröffentlicht am 6. September das VR-Abenteuer mit Rätselelementen für PC und HTC Vive. Der VR-Titel soll dank Support für die Eye-Tracking-Technologie von Tobii neue Steuerungsoptionen gewährleisten und diese in die narrative Geschichte einbauen. Eine Rift-Version soll ebenso folgen.

Unknown Fate – VR-Rätselabenteuer mit Eye-Tracking für HTC Vive

Im First-Person-Adventure Unkown Fate übernehmen die Spieler/innen die Rolle von Richard, der in eine surreale Welt voller fremdartiger Objekte und Charaktere gezogen wird. Zu allem Überfluss leidet er unter Amnesie, was in jedoch nicht davon abhält, die seltsame Umgebung zu erkunden. Denn trotz des fehlenden Gedächtnisses plagt ihn die Gewissheit, dass er nicht auf den düsteren Planeten gehört.

Während des fortwährenden Spielverlaufs eröffnen sich stets neue Teile der Geschichte, die euch mehr Hintergrundinformationen über die Ereignisse gewähren. Dabei stellt sich immer mehr die Frage, wie viel um euch herum wirklich real ist oder ob ihr langsam dem Wahnsinn verfallt. Innerhalb des Abenteuers erwarten euch zudem zahlreiche Rätsel, die es zu lösen gilt, um in der Spielwelt voranzuschreiten.

Unknown-Fate-Steam-HTC-Vive

Als besonderes Goodie bietet der VR-Titel Support für die Eye-Tracking-Technologie von Tobii, welche sinnvoll ins Spiel integriert werden soll. So sollen dank Blickrichtungen und Verweilen des Blickes auf bestimmte Inhalte spezielle Steuerungsmechanismen ermöglicht werden. Entsprechend sollen sowohl diverse Objekte per Blick in den Mittelpunkt rücken und zusätzlich die Umgebung manipulierbar sein.

Als Eingabegeräte stehen entweder das Gamepad oder die dazugehörigen Motion Controller zur Verfügung.

Unknown Fate soll offiziell am 6. September für PC und HTC Vive auf Steam erscheinen. Eine mit der Oculus Rift kompatible Version soll ebenso folgen. Über eine Konsolenadaption für PlayStation VR (PSVR) wurde bisher noch nichts bekannt gegeben.

(Quellen: Tobii Gaming Unknown Fate | Upload VR | Video: 1C Company YouTube)

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Unknown Fate, Now Known Date – MarsLit Games’ First-Person VR Adventure Releases Next Month

It has been a very long time since we last mentioned surreal virtual reality (VR) adventure videogame Unknown Fate. First revealed from MarsLit Games back in 2016, over two years ago.  Following updated trailers for E3 and Gamescom in 2017, Unknown Fate was last seen dated for a release in Autumn 2017 after which it’s name became awkwardly apropos.

Unknown Fate - Logo

Now after a long wait, the title being published by 1C Company is finally set to make its bow onto the PC and HTC Vive next week, on September 6th 2018. Hitting Steam at $12.75 (USD) for a short period, a 15% discount off the regular price of $14.99 (USD). Not only this, but 1C Company has announced the title will be receiving eye tracking support features thanks to a new parternship between 1C Company and specialist technology and analysis company Tobii. This is in addition to support for the Oculus Rift which is being added at a later date.

Unknown Fate sees players take on the role of protagonist Richard. Who, upon suddenly losing conciousness wakes up in a surreal world that unfortuantely seems very much to not be a dream.  Not only that he can’t seem to fully recall who he was or the life he previously had. As Richard you are tasked with hunting down clues, possessions and memory triggers that will allow Richard to piece back together the person he once was and the life that he has lost. But in a strange world, where he is a stranger even to himself, that’s going to be easier said than done.

Unknown Fate - ScreenshotListed features for the title include:

  • Highly Story-Driven: Explore a strange and surreal world as Richard seeks to find his way back to reality.
  • Mind-Twisting Puzzles: Manipulate objects to uncover clues and find a way through.
  • Definitively Designed for VR: Experience reality and unreality in a truly immersive fashion.
  • Immersive Eye Tracking: Chart a trail to the answers you seek via object highlighting and environmental event triggers in non-VR mode at launch with Tobii support also coming for VR.
  • Full Controller Support: Tracked controllers, gamepad, and keyboard/mouse are all supported.

Speaking on the reveal, Vice President of 1C Company, Nikolay Baryshnikov, commented: “Players will be able to embark on an amazing and immersive journey in Unknown Fate when it launches next week on Steam for PC with HTC VIve VR support. There was tremendous excitement among players at Gamescom, and we’re thrilled to be adding eye tracking support via Tobii.”

You can check out some additional screenshots released for Unknown Fate below. VRFocus will bring you more news on the project as we get it.

Unknown Fate - ScreenshotUnknown Fate - ScreenshotUnknown Fate - ScreenshotUnknown Fate - Screenshot

Tobii Launches New VR Eye-Tracking Analytics Tool

Tobii has becomes one of the more recognised names in the virtual reality (VR) eye-tracking sector, and now the company has turns its attention towards helping companies get the most out of eye-tracking technology with a new analytical tool called Tobii Pro VR Analytics.

Eye-tracking has a number of uses within VR, and access to the information generated by eye-tracking will enable businesses to better tailor products and services for specific use-cases.

Tobii HTC Vive headset

Tobii have listed a variety of potential uses for the analytics tool, such as identifying what customers in a virtual retail setting direct their attention towards, or a manufacturing company can determine how workers respond to different training scenarios.

For more critical areas, such as healthcare, in training surgeons, their awareness can be tracked, allowing for the development of visual awareness skills without potential risk to a patient. In the area of safety, the eye-tracking analytics can be used during building design to determine optimal placement of signage and emergency exits.

“Using eye tracking within a VR environment helps us better understand how people navigate around a space. We can design better wayfinding systems and start to explore issues much earlier”, said David Watts, Managing Director, CCD Design & Ergonomics. “We want to bring evidence into the design process, the visualizations tell us what people actually look at and how their attention is drawn to different design interventions we make. This methodology is so much more powerful than relying on our own intuition about what does and doesn’t work. It also provides a great visual record to demonstrate behaviors to others in the design team”

The Tobii Pro VR Analytics tool embeds into existing Unity environments and is not platform specific, so companies can integrate the tool into existing hardware set-ups. Further information can be found on the Tobii website.

For future news on new VR-related hardware, software and services, keep checking back with VRFocus.

Keeping an eye on the Future With Tobii

There are plenty of different avenues virtual reality (VR) manufacturers are pursuing to advance the industry, from better visuals like the HTC Vive Pro, to making headsets cable free and standalone such as Oculus Go. Another possibility being looked at is eye tracking, and one of the leaders in the field happens to be Tobii. So VRFocus caught up with Tobii Tech President Oscar Werner during the recent Game Developers Conference (GDC) to find out more.

Tobii HTC Vive headset

Eye tracking technology has a number of different use cases when it comes to VR. One of the biggest benefits comes in conjunction with foveated rendering. This helps reduce processing power by focusing maximum graphical performance where the user is looking whilst reducing detail at the periphery of their vision. With the GPU concentrating on a smaller area its working less and thus consuming less power, ideal for standalone devices that run off batteries, as it’ll make each charge last longer.

Secondary benefits relate to actual use cases. For example in social experiences like Facebook Spaces users can actually look at each other, providing far more realistic, human interactions, deepening the immersion. Or then there’s VR advertising, where brands and developers try to work out the most popular viewing areas when placing ads. Heat maps can be generated using eye tracking to give an accurate model of where each users gaze in concentrated.

VRFocus has been reporting on Tobii and eye tracking technology for a couple of years, yet the tech is still in its infancy when it comes to VR. Last year Tobii released an eye tracking development kit for HTC Vive and it was HTC Vive that the company used to showcase its latest developments during GDC 2018.

Qualcomm 845 Mobile VR Reference Design

One of Tobii’s most interesting announcements came a week prior to GDC 2018 when the company announced a partnership with Qualcomm. Qualcomm had unveiled its Snapdragon 845 Mobile VR Reference Design the previous month, demonstrating the design during GDC with Tobii’s tech built in.

Check out full full interview with Werner below, and for the latest updates from Tobii, keep reading VRFocus.

Tobii Eye-Tracking on HTC Vive: The Next Evolution of VR Interaction

It’s been some time since VRFocus first discussed the potential of eye-tracking within virtual reality (VR) with specialists Tobii. In that time we’ve seen the rise of FOVE and NVIDIA’s own internal experiments with SMI, amongst many others, and yet Tobii had stayed on the sidelines. It appears the company was simply biding its time, as now it has announced that it is working with five partners in the VR space, including Qualcomm for the recently revealed head-mounted display (HMD) reference design.

You’ll have no doubt read about this partnership elsewhere on VRFocus already, and while Tobii aren’t yet ready to reveal the remaining four unannounced partnerships the company has recently been offering technical demonstrations on a HMD that will likely be more familiar to all VRFocus readers: the HTC Vive.

Tobii made it clear that this was a retrofit of their technology to a HTC Vive and in no way hinting at a future product (the rumour mill is doing a good enough job of that for the company as it is), however what they showcased was no less impressive because of it. With four different experiences available, Tobii offered a glimpse at the future of social VR, videogames, systems interface and foveated rendering.

The first demo was a simple reactive pane in which the player could see an avatar that mirrored their movements with and without eye-tracking enabled. This piece – also benefiting from a variation showcased on Qualcomm’s reference design HMD – allowed for an evaluation of just how much the removal of the 1,000 yard stare from VR avatars could impact virtual human interaction. Quite simply, you needn’t expect VR to cross the uncanny valley before it begins to present the opportunity for genuine relationship building between two distant humans with progress in interaction such as this.

A second demo was more directly related to videogames; or rather the hand-eye co-ordination often required therein. Throwing a grenade or using a bow and arrow can often be an imprecise activity in VR due to the lack of a crosshair. In traditional videogames, it’s a case of point and press a button, however with VR having motion-controls momentum and accuracy of arm movements also come into play. Tobii’s demo featured two types of rocks; one which did not allow for eye-tracking and one which did. It’s hard to tell just how weighted the demonstration was in favour of the eye-tracking rock, however it’s clear that regardless of how forcefully useless throwing without eye-tracking may have been, aiming the arc of a throw with eye-tracking enabled does make a huge difference.

The next demo offered by Tobii centred upon menu navigation; removing the need to point and a middle click when selecting options in menus. No longer is it a case of click on a timeline, drag, release, but simply look at where on the timeline you want to skip a video to and click, with surprising precision. It’s a small yet welcome additional benefit of eye-tracking in VR – and potentially augmented reality (AR), too.

Finally we get to foveated rendering, a technology that allows for lessens demands on a GPU as the number of pixels being rendered at full quality is lowered. When knowing where the player is looking, the surrounding pixels can be rendered as standard while those leaning towards peripheral vision can be of lowered quality, much like natural human eyesight. It’s a technology that VRFocus has reported on many times and one which numerous developers and hardware manufacturers have assured is coming, but no one seems to want to commit to when. According to Tobii, that ‘when’ has now become ‘soon.’

Tobii’s latest eye-tracking solution for VR is suitably impressive, leading you to wonder why no HMD manufacturer has yet taken the plunge with a consumer device. One has to ask whether it’s Tobii’s inflexibility regarding exclusivity or a matter of cost, but those answers will likely be given once the remaining partners in Tobii’s quintuplet are revealed.

Hands-on: Qualcomm 845 Headset With Tobii Eye-Tracking – Demoing the Future

There’s not really been a massive amount of new virtual reality (VR) hardware on show at the Game Developers Conference (GDC) 2018 when it comes to head-mounted displays (HMD). Oculus had its standalone device, the Oculus Go on demonstration for the first time and Qualcomm decided to showcase its vision of the future, the Snapdragon 845 Mobile VR Reference Design.

Snapdragon VR Development KitAs the name implies, Qualcomm’s standalone headset isn’t designed to be a consumer offering from the company. Rather a design that OEM’s can utilise to create their own headsets, much in the same way Microsoft did with Windows Mixed Reality headsets.

So while Oculus Go was a clean, fully finished product, the Snapdragon 845 Mobile VR was a far more rough and ready device, designed to highlight some of the features Qualcomm has been touting. There were three main features that were easily testable, the eye tracking – provided through a partnership with Tobii – inside-out tracking and the controller.

The eye tracking demo was incredibly basic. Standing in front of a virtual mirror a reflection of a digital character was portrayed. The two internal VGA cameras then detected motions such as blinking, winking, or looking in different directions – its quite difficult looking to one side then trying to see in your peripheral vision if it’s actually working. All the actions were mirrored exactly, not particularly overwhelming but it does help to highlight how emotive a digital character can be with eye tracking, ideal for social experiences.

Qualcomm 845 Mobile VR Reference DesignWith a dual camera system on the front, the inside-out tracking seemed to work reasonably well. It was a shame there wasn’t a massive amount of space to wander around in, yet stepping backwards and forwards was completed without any latency and thankfully no walls were bumped into. To test this and the controller an on-rails demo took place inside a space ship manned by robots. After a quick sweep around the hanger it was time to shoot some bugs. This proved to be somewhat haphazard as the controller was fairly compact, so the headset cameras tended to lose sight of the device. This is the reason Windows Mixed Reality headset controllers have such a big ring, helping keep the controllers in view.

Graphically the space demo was very good, with the kind of visuals you’d expect from a mobile device. It certainly wasn’t as crisp and clear as Oculus Go but that’s a finalised product.

Its too early to judge the Snapdragon 845 Mobile VR Reference Design on areas like build quality and comfort as this was still a prototype essentially. What the headset did show however is that tech like inside-out tracking and eye tracking are important steps in VR’s journey. The ability to move in a virtual space cannot be underestimated, and that need for more natural human interaction in videogame worlds could prove pivotal – and that’s before even mentioning foveated rendering to help improve processing efficiency. If Qualcomm can get enough interest from OEM’s to get several of these on the market within the next year or so then consumers are going to be spoiled for choice.

Qualcomm Focuses on the Future With the Snapdragon 845 VRDK

Qualcomm have been heavily investing in the virtual reality (VR) space, with its processors used in smartphones to help power mobile VR, and most recently going into upcoming standalone devices like Oculus Go. Then last month the company announced its first foray into VR head-mounted displays (HMDs) creating the Snapdragon 845 Mobile VR Reference Design. Today, that headset has taken another step forward with the Snapdragon 845 VR Development Kit.

Unveiled during this weeks Game Developers Conference (GDC) 2018 in San Francisco, the kit includes a standalone VR HMD, and a new Software Development Kit (SDK) for the Snapdragon 845 Mobile VR Platform.

The platform is designed to simplify development and provide VR application developers with access to new VR features for immersive mobile experiences on Snapdragon 845 Android devices.

Qualcomm intends to advance headset technology through several innovative features, these include Adreno Foveation; this enables devices to improve performance and save power by concentrating graphical processing to where the user is looking, while the peripheral vision is down graded without any noticeable loss in quality. This has been achieved through an eye-tracking partnership with Tobii.

The Snapdragon 845 Virtual Reality Development Kit also includes roomscale 6DoF simultaneous localization and mapping (SLAM) for its inside-out tracking mixed with a Boundary System enabling developers to accurately visualise real-world spatial constraints within virtual worlds, helping users avoid bumping into things.

“In virtual reality, content is important to an immersive experience, so we’re excited to grant developers access to our new Snapdragon 845 Mobile VR Platform through development kits that will help them create truly immersive experiences,” said Hiren Bhinde, Director, Product Management, Qualcomm Technologies, Inc. in a statement. “We built the new Snapdragon 845 Virtual Reality Development Kit with application developers in mind, designed to abate some of the hassles of optimizing virtual reality content for mobile deployment, as well as to support easier access to several innovations and technology advancements of Snapdragon 845 Mobile VR Platform.”

In addition to the headset announcement, Qualcomm has now confirmed it’ll support the HTC Vive Wave VR SDK, so developers can build Snapdragon-optimized content for future HTC VR products like the Vive Focus which uses the Snapdragon 835 processor.

The Snapdragon 845 Virtual Reality Development Kit’s hardware HMD and companion SDK are expected to be available in the second quarter of 2018 for OEM’s and developers. As further details are announced, VRFocus will keep you updated.

Tobii und Qualcomm entwickeln autarke VR-Brille mit Eye Tracking

Eye Tracking wird zukünftig eine spannende und wichtige Technologie im Virtual-Reality-Bereich werden. Denn mit einem akkuraten System lässt sich Rechenleistung einsparen und VR-Content kann noch immersiver werden, da die Software genau weiß, wohin ihr gerade tatsächlich schaut und welches Objekt ihr fokussiert. Nun kooperiert Tobii mit Qualcomm, um die nächste Generation von autarken VR-Brillen mit Eye Tracking auszustatten

Tobii und Qualcomm: Autarke VR-Brille mit Eye Tracking

Seit dem Snapdragon 835 wirbt Qualcomm in den technischen Daten mit der Möglichkeit, die Augenbewegungen des VR-Anwenders zu verfolgen. Auch der jüngste Prozessor Snapdragon 845 soll das können, bisher allerdings nur theoretisch. In der Praxis taucht ein Eye-Tracking auch im jüngsten Referenzmodell der autarken VR-Brille von Qualcomm nicht auf.

Dass Eye-Tracking aber weiter ein Thema für Qualcomm ist, zeigt die nun verkündete Zusammenarbeit des Chipherstellers mit Tobii. Die Kollegen von Upload VR konnten die VR-Lösung des Eye-Tracking-Spezialisten dieses Jahr auf der CES in Las Vegas in Augenschein nehmen. Dort zeigten sie eine umgebaute HTC Vive, die mit der Eye-Tracking-Hardware von Tobii ausgestattet war. Ian Hamilton war von der Lösung äußerst angetan, da sie die Immersion deutlich erhöhte. Allerdings weist der Redakteur auch auf die Gefahren hin, da Datensammler wie Google und Facebook noch mehr Informationen über den Anwender bekommen, als diese vielleicht hergeben wollen.

Tobii und Qualcomm VR

Ein Beispiel für Foveated Rendering.

Wann Qualcomm ein neues Referenzdesign mit der Eye-Tracking-Lösung von Tobii veröffentlichen wird, ist noch unklar – bis daraus ein Produkt für den Markt wird, dürfte zudem noch etwas länger dauern. Für Windows-PCs bietet Tobii schon länger Eye-Tracking-Hardware an, auch einige Gaming-Notebooks haben die passenden Komponenten verbaut. Insgesamt gibt es über hundert Spiele, die das System unterstützen. Darunter finden sich aktuelle und hochkarätige Titel wie das japanische Rollenspiel Final Fantasy XV.

(Quelle: Blog von Tobii, via Upload VR)

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