Our VR collaboration with the Khronos Group and OpenXR Standards

Our VR collaboration with the Khronos Group and OpenXR Standards

We are really excited to announce our participation in the Khronos Group and the OpenXR initiative.

From a few months back — a working group dedicated to creating an open and royalty-free standard for VR and AR applications and devices.

Through this collaboration, we are aiming to make available a standardized eye tracking technology spec for HMD manufacturers and software developers.

The Khronos Group is steering its focus towards creating a “cross-vendor, royalty-free, open standard” to the VR development community — Kevin Carbotte, Tom’s Hardware

We have been laser-focused on bringing eye tracking solutions to the world in the last 16 years, and we plan to continue to use this experience within VR, as we strongly believe eye tracking is the next logical step in the journey to even more natural VR experiences.

Running our PC game developer program the last 4 years has been incredibly exciting — in supporting the implementation of eye tracking into games of multiple genres, ranging from AAA’s to the best indies out there.

There are almost 50 games that are powered with Tobii Eye Tracking today and we are aiming to integrate up to 100 by the end of 2017.

This year at GDC 2017, we also showcased our brand new commitment to VR. Read and experience our demos here and here.

What can Eye Tracking add to VR?

image via Tom’s Hardware

A. True social interaction with natural eye contact and social awareness

Social interaction is significantly improved upon the current head tracking implementations.

B. Natural interaction in the game world

Throwing, aiming, zooming, fetching, or even teleporting at a gaze. Eye tracking will play an important role for both the end-user and developers with a unified experience across several HMDs and software implementations.

C. Foveated rendering, enabled by eye tracking

This truly reduces the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).

HTC Vive equipped with Tobii Eye Tracking technology.

E. Adjust lens position to match the known location of the eyes

Automatically adjust lens position to ensure correct distance between eye and optics to ensure clarity.

F. Profile management and security

Using biometric data unique to each user lets you automatically associate settings between different users and provide effortless authentication.

“We are pleased to showcase some of the work we’ve been doing with Tobii, HTC, and Against Gravity to better understand and support eye-tracking enabled HMDs and what that means for how customers experience VR.”

“We also welcome Tobii’s participation along with other industry leaders in developing the Khronos Group’s OpenXR initiative. An open standard, cross platform, and extensible API is the best way to allow hardware providers and content developers to broadly provide compelling VR content experiences in a rapidly diversifying marketplace.”

— Yasser Malaika/Valve

Contact us to learn more about integrating eye tracking in VR


Tobii Gaming

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Tobii Gaming

Hi, we are a bunch of developers, QA Engineers, customer support, product managers, and more (mostly gamers) aiming to combine the wonder, competitiveness, and creativity of gaming with the technology of eye tracking. Over the past decade, we have built eye trackers to revolutionize the way we play, creating a vital tool for competitive gaming, and empowering a new generation of content creators, as well as their followers. We love to game, we love eye tracking.