Tobii Eyetracking features

Hello everyone.
I'm using Tobii Eyetracker 4c for Elite: Dangerous and it's very awesome experience. But it's functionality is very limited in this game in comparison with other games that fully support this device. We can only look around our cockpit. While this device can allow us to search and mark targets by our gaze, navigate in menu's and maps... or maybe even aim our turreted and gimballed weapons.
There's a lot more awesome features this device can do... BUT... it can't do it now, while it uses buggy FreeTrack port, allowing only to move our pilot's head.

I spoke with Tobii support team about this and they said that they can't add any more features, unless Frontier allow them and help them to do it.

So Dear Frontier Developments, i'm begging asking you to contact with Tobii dev team and together implement Tobii Eyetracking devices support inside the game, so we can try out a new features making our playing more interesting and comfortable.
 
I second this motion, having heard much the same from Tobii devs about wanting to add additional features. FDev, whats the odds we can get full support (native integration) rather than extended view through game hub for the Tobii eyetrackers? There's a large number of players who use them already!
 
I used a tobii eyex for quite a while and have since moved to a VR headset, however one thing I miss about the tobii eyex was my ability to precisely select targets without needing to move my (real-life) neck around. I still find it inconsistent to stay in left and right UI panels within VR.

Focusing some development with Tobii would be a great step to future-proof Elite for when eye tracking becomes integrated with VR. AFAIK no VR game currently offers this, but VR + Eye Tracking dev kits do exist.
 
Focusing some development with Tobii would be a great step to future-proof Elite for when eye tracking becomes integrated with VR. AFAIK no VR game currently offers this, but VR + Eye Tracking dev kits do exist.
I agree. Eye tracking in VR headsets to measure the distance between the pupils, as well as getting visual cues as to whether the VR headset is in the right spot when you put it on. Not to mention foveated rendering, where the eye tracker tells what area the eyes are looking at, enabling high res rendering at just that spot, decreasing the load when compared to regular VR.

Eye and head tracking on its own is, to me, a great piece of technology that adds immersion without taking away ALL of the attention away from what's happening in the room around you. So having native support for that would be a huge bonus. The Tobii devs are really meticulous in their assistance of game devs, and don't just link the SDK and abandon the devs. It's Frontier that has to decide it though, and if so, what features to implement. Then the Tobii devs will know exactly what to do.
 
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