Pico Interactive, the company behind a number of enterprise-focused standalone VR headsets, unveiled their newest line of Neo 2 headsets, one of which includes integrated eye-tracking from Tobii.

Neo 2 has been floating around for a few months now in its prototype form, albeit without the newly unveiled addition of eye-tracking. Venture Beat’s Jeremy Horowitz points out that headset made a few public appearances late last year when it was featured using Qualcomm’s Boundless XR streaming tech, which allows content streaming from a VR-ready PC over wireless 2X2 MIMO 802.11ac 5G link with a MIMO 5G router.

Powered by Qualcomm’s Snapdragon 845 processor with Boundless XR, the six degrees of freedom (6DOF) Pico Neo 2 line of standalone headsets includes both the Neo 2 and Neo 2 Eye. Both are said to ship later this year, with Neo 2 priced at $700 and the Neo 2 Eye at $900.

Image courtesy Pico Interactive

Tobii, the Sweden-based eye-tracking firm, says its integrated eye-tracking in the Neo 2 Eye allows for both improved graphics and longer battery life thanks to its dynamic foveated rendering, which is said to increase framerates “by up to 66% and reduces shading loads by up to 72%.”

Eye-tracking in VR allows for a few other things too outside of foveated rendering though. Knowing where a user is looking can unlock some insights into user behavior, something Tobii says can be used in a variety of use cases such as training and assessment, simulation, knowledge and skills transfer, and customer research. Other uses include eye-based UI input and enhancement of avatars for social VR interaction.

Neo 2 Specs

  • Resolution – 3,840 × 2,160@75Hz, PPI: 818​, 5.5 inch x 1 VR TFT
  • FOV – 101 degree,Fresnel​ lenses
  • IPD – Adaptive, 55mm – 71mm​
  • Tracking – Inside-out 6DOF Head tracking and Guardian System​
  • Controllers – 6DOF haptic controllers​
  • Audio – Integrated Spatial stereo speaker, Dual Mic EC/NR, 3.5mm Jack​
  • Connections – USB-C 3.0 Extendable 3.5mm Power DC Jack
  • Eye Tracking (Neo 2 Eye) – Gaze data output frequency (binocular), 90Hz refresh
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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • this headset looks to have feature parity with touch controllers. Does this headset work with SteamVR?

    • Shawn MacDonell

      Pico’s Neo product line are standalone headsets built for enterprise and commercial use cases. Presuming they’re the same as the previous Neo headset, they’ll operate via HTC’s VIVE Wave platform and support both VIVEPORT and their own Pico Store.

      They won’t be SteamVR-compatible, at least natively.

      • Uncle Right

        Not compatible with Steam is the deal breaker, total deal braker. They would sell so many of these with Steam VR support.

        • Shawn MacDonell

          It’s not a deal breaker with its enterprise and commercial customers, most of whom are in China; this isn’t a consumer headset.

          • MosBen

            The number of people who don’t understand the distinction between the enterprise market and the consumer market is baffling.

  • Ryan McClelland

    One problem with many of these enterprise headsets is software support. Most of the CAD review enterprise software I have researched only support headsets through SteamVR.

  • Simon Graham

    Wow..and then that FOV …….*sniff*

  • mfx

    I didn’t know about them, but it looks like they have the best RND after Oculus and Valve.