Tobii Eye Tracking in the new Qualcomm Snapdragon XR2 5G reference design

In Augmented Reality, Virtual Reality and Mixed Reality News

February 26, 2020 – Tobii has announced that Qualcomm Technologies’ new reference design headset for 5G-enabled XR based on the Qualcomm Snapdragon XR2 Platform, is Qualcomm’s third XR reference design to optimize Tobii eye tracking.

“Tobii eye tracking technology has been a core component of the last three generations of Qualcomm Technologies’ innovative XR reference design headsets,” said Anand Srivatsa, Division CEO of Tobii Tech. “We are proud to continue our close collaboration with them as they once again establish the gold standard for what users and developers should expect from a VR headset.”

Eye tracking technology is necessary for XR devices as it helps to enhance the user experience, enabling more natural interactions. This in turn helps to dramatically improve immersion, leading to features such as social eye contact in virtual meetings for both professional and consumer applications. Additionally, Tobii’s Spotlight Technology unlocks critical capabilities in the device, such as foveated rendering, which can be used for better graphics performance or to increase battery life.

“The Snapdragon XR2 Platform is designed to deliver next level, immersive XR experience and it’s critical to have natural interactions be part of that which is provided by Tobii eye tracking,” said Hiren Bhinde, Director of Product Management at Qualcomm Technologies, Inc. “At Qualcomm Technologies, we are working to transform the way that people connect and communicate and with our reference design, we hope to provide a glimpse into the future of virtual collaboration.”

Additional information about the Snapdragon XR2 reference design headset will be available in the coming months.

Image credit: Qualcomm Technologies, Inc.

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.