Camera free, eye tracking extension for Meta Quest 2 headset
Inseye is a deep tech, camera free eye tracking technology adapted as a low cost add-on for the Meta Quest 2 headset. It’s lightweight, compact, low energy consuming, and yet it opens up powerful possibilities in VR. Use it to boost your gaming experience, thanks to foveated rendering and streaming, or to better express yourself in VR chats through correlated eye movements in your avatar.
Unlike camera-based devices, our photosensor technology relies more on powerful software than hardware. That’s why it’s much more affordable, while providing the highest parameters of gaze dynamics data at 1000Hz and zero latency.
More individuality, authentic expression and natural interactions in the VR social world thanks to faithful avatar eyes.
Foveated rendering and streaming: deeper immersion, better graphical fidelity, higher frame rates and lower hardware requirements.
Full compatibility with MetaQuest 2 and VR ecosystems, very easy integration and use
Best for: VR chat users, VR gaming, XR technologies, live content streaming.
The VR social world is waiting for this revolution! It desperately needs more authentic behaviors and individuality. Eye contact is essential for natural interactions, since through it we identify attention, attitude or emotional states.
Inseye’s highly sensitive sensors precisely track the smallest eye movements and transfer them into the VR in real time. Now your avatar can maintain your natural expression so the other users can follow and interpret your eye movement. One glance can say more than a thousand words…
Natural human eyesight sharpens our focus point, while everything around and distanced seems blurry. This natural mechanism is being transferred into the VR technology as a foveated rendering. It not only improves visual experience, bringing it closer to the natural one, but also works as an optimization process. Boosting the visuals resolution where the VR headset user is looking, while reducing it on the peripheral of the vision, allows to significantly “save” the system resources. It means reduction of hardware requirements to enjoy the rich world of VR with an even better graphic fidelity.
Until now foveated rendering was available only for users of more expensive VR sets. Not anymore! Inseye takes advantage of advanced gazing point predictions to enable foveated rendering and streaming for all VR users
What’s more, it is the world’s first wireless foveated rendering and streaming engine supporting PC content!
Express yourself and stand out with attention-drawing, realistic avatar eyes that can transfer natural mimics into the VR world.s.
Run VR games even on average PC equipment! Improve frame rate, enhance immersion and improve visual experience.
Stream your content in 3D/360 (concerts, matches, games and so on) with high quality and more immersive effect, thanks to foveated rendering.
Try out leading edge eye-tracking technology that takes your Quest 2 to the next level.
We are a part of the NVIDIA Inception Program for cutting-edge technologies.
We are a proud member of The Academy of International Extended Reality.
We joined OpenXR community to make XR eye-tracking more accessible
Sampling rate: 1000Hz
Accuracy: 0.5° - 3°
Precision: 0.003°
Connectivity: USB and WiFI
SDK: Unity and Unreal supported
Latency: ~50 μs
Weight: 70g
Gaze prediction: yes
Power consumption: 30mW – 50mW for 1000Hz sampling rate
Foveated rendering SDK support: yes
Data output:
Dr. Duchowski is a professor of Computer Science at Clemson University. He received his baccalaureate (1990) from Simon Fraser University, Burnaby, Canada, and doctorate (1997) from Texas A&M University, College Station, TX, both in Computer Science. His research and teaching interests include visual attention and perception, computer vision, and computer graphics. He is a noted research leader in the field of eye tracking, having produced a corpus of related papers and a monograph on eye tracking methodology, and has delivered courses and seminars on the subject at international conferences. He maintains Clemson’s eye tracking laboratory and teaches a regular course on eye tracking methodology attracting students from a variety of disciplines across campus.
Entrepreneur and founder of 4 companies .Marketing specialist with many years of experience in international corporations (including Mars, Volvo and Panasonic), independent consultant for business modeling, marketing strategies and active sales (including Black Red White, Manufaktura Czekolady, Allen Carr Polska), author of the postgraduate program in Marketing Strategies and academic lecturer at Vistula University, mentor in AIP, Business Link, Polska Przedsiębiorcza, participant in five acceleration programs in Poland, Germany, Israel, the Netherlands and the USA.
Entrepreneur with a visionary approach combining business mindset and scientific sense. Expert in new technologies specializing in AR / VR field. R&D team leader working with world class experts, researchers, engineers and developers on novel eye tracking techniques. Product owner responsible for developing med-tech solutions using virtual reality. Founded his first business at the age of 16. Focused on intellectual property assets, co-author of patent applications. Forbes’ 30 under 30, MassChallenge Israel alumni.
Prof. Radosław Manitiuk is a recognizable eye-tracking scientist. For the last 15 years, he has been dealing with developing eye-tracking models and video-oculography techniques. He is the author of publications and patents on fixation techniques, pupil detection techniques, using eye tracking in foveated rendering, and, more generally, the functioning of the human eyes in the context of visual perception. Prof. Mantiuk, as part of their research projects, built head-mounted and remote eye trackers, including implementing the custom eye tracking pipeline. He is the designer and developer of the Pico google eye-tracking add-ons.
Researcher with experience on the border of hardware and data-science. He was working in the field of wereable sensors, designing and implementing solution for indoor navigation systems and activity monitoring. Involved as independent consultant in risk analysis and decision making in research projects for many companies. His last reseach interest invols designing eye trackers on the basing of eye retina imaigin and photosensor oculography.
Data Scientist with a proven record of delivered machine and deep learning solutions, currently focused on the foundations of AI. Formerly Principal Data Scientist at Samsung R&D Institute Poland dealing with deep learning systems in audio processing. PhD in Mathematics from Nicolaus Copernicus University in Torun. Experienced researcher with a demonstrated history of working in academia in Poland. Skilled in mathematical modeling, data mining and nonlinear analysis.
Specialist in software & hardware solutions and creator of diverse scientific and commercial projects (e.g. indoor positioning system based on inertial sensors and UWB radios, vision therapy in VR). He's a programmer with 8 years of experience, including 5 years in the R&D field. Has extensive knowledge of various frameworks and programming languages, as well as wide experience in XR technologies.
Unity VR developer and software architect proficient with .Net, Unity and Python. As a software engineer, he worked on interdisciplinary, cognitive science projects involving fMRI, EEG and eyetracker signal registration and processing. He is passionate about software architecture, clean code and good coding practices.
Unity VR developer and a competent Python & C# programmer. She is a Computer Science student also involved in a nanostructure-modeling project. As a software engineer, she utilizes her foreign-language-learning aptitude to master programming languages.
Experienced in the field of 3D graphics. Implements solutions in the field of visual aspects of real-time applications. Works on Unity engine with shaders, VFX. Skilled in modeling, texturing, rendering and optimization. He uses passion and experience in 3d software for CAD design, 3D printing and prototyping, completing the entire cycle of creating an aesthetic form of the product.
Specialist in User Interface Design, Logo Design, Website Design, Web Application Design, Visual Identity System Design.
In addition to visual design, he is able to plan the information architecture for a project and then consistently lead its enforcement at both the visual level and during implementation.
He translates the experience gained through years of practice as a designer into every field I deal with professionally.
Graphic designer with strong background in brand design, visual communication and marketing, as well as creating digital interfaces for websites and apps. Communication strategy expert.
More than 15 years of experience in the field, creating user experience for products and brands, working closely with marketing and sales teams. Design system expert, focused on creating consistent, multilayered and practical visual language for the brand or product she takes care of.
Great specialist with many years of experience in business development, worked nearly 20 years in one of the world's largest corporation. He is a strategic advisor and consultant offering expert advice on contracts, negotiations or business deals that the corporation may enter into. Mentor and interact with members of staff at all levels to foster growth and encourage development among the senior executive team and all members of staff. He is perfect in communicating effectively and establishes credibility throughout the organization as an effective developer of solutions to business challenges.
+ 15 more people in R&D / product management / data science / vision science / engineering / lab assistance
Yes, Inseye is compatible with Quest 2 glasses spacer, which allows you to use a headset with your prescription glasses.
Not yet, but we will consider extending hardware compatibility, depending on customer reception. If you have a need for another integration - please let us know, to help make that happen.
Yes, our solution is entirely safe for eyes, because we use minimum optical power needed for acquiring eye movement data.
We’ve already joined OpenXR and started working on compatibility aspects, so it’s coming!
At this stage we cannot share any details, due to the NDA contracts with companies cooperating with us on that matter.
We guarantee to provide updates for 12 months from purchase date.
12 months from purchase date.