Habu Posted August 9 Posted August 9 When will you add native support for the Tobii Eye, which is becoming more and more widely used? 2 1
Viking1 Posted August 9 Posted August 9 Same question I love my Tobii - actually everyone I've had in my office loves it. Hope we see some support before too long really missing it in KOREA>
gord Posted August 10 Posted August 10 i am using the Tobii Eye Tracker with Open Track. Works really well.
Habu Posted August 10 Author Posted August 10 Yes, but the goal is to not use open track, it's having a native support. 1
Whittle Posted August 11 Posted August 11 (edited) 6 hours ago, Habu said: Yes, but the goal is to not use open track, it's having a native support. In my opinion you can in-part thank NaturalPoint for this situation - my understanding was that they lobbied game devs to exclude existing, generic methods for head pose input (ie. 6 axes), and would only allow the game to include TrackIR support if the devs agreed to exclude other forms of input. I read that the TrackIR input "protocol" required something like "copyright NaturalPoint" to be appended onto the end of the standard head pose values, thus making the "protocol" something NaturalPoint could claim copyright over. For non-programmers, the exchange of data like this between programs is trivial, and the copyright claim was a technicality. The best-case scenario for consumers would have been either an open head pose input standard for all tracking devices to use, or a standardised mapping of head pose data to the existing game controller input protocol, which tracking devices would control in the same way that joysticks do. The use of the existing game controller protocol would have allowed eye position information to be added without extra work also. I see no reason that custom input protocols should be used where existing generic protocols would work fine. Edited August 11 by Whittle
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