FOVE 0
More actions
| FOVE 0 | |
|---|---|
| |
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | PC-Powered VR |
| Developer | FOVE |
| Manufacturer | FOVE |
| Release Date | January 2017 (first deliveries)[1] |
| Website | https://fove-inc.com/product/fove0/ |
| Requires | PC |
| Display | |
| Display | OLED [2] |
| Resolution | 2560 X 1440 (total display)[2] |
| Refresh Rate | 70 Hz[3] |
| Image | |
| Field of View | Up to 100 degrees (manufacturer specification)[2] |
| Tracking | |
| Tracking | Orientation tracking IMU[2] |
| Positional Tracking | External infrared camera[4] |
| Audio | |
| Camera | External position-tracking camera[4] |
| Connectivity | |
| Connectivity | HDMI 1.4, USB 3.0, USB 2.0 (power only)[3] |
| Device | |
| Weight | 520g (manufacturer specification)[3] |
FOVE 0 is a PC-Powered VR headset made by FOVE with built-in binocular eye tracking. It was sold as a development kit, and its software provides gaze data for applications built with a software development kit or game-engine plugins. The first units were delivered in January 2017.[3][5][1]
Features
Eye tracking gives an application information about where the wearer is looking. FOVE's gaze estimator detects features including the pupils and corneal reflections in infrared images, reconstructs eye geometry and calculates gaze direction. These calculations are distinct from the headset's head-pose tracking.[6]
The platform's free Basic plan provides combined gaze direction, eye-open/closed state and calibration information. Its Professional plan adds separate gaze vectors for the two eyes, gaze depth, pupil and iris measurements, eye torsion and additional calibration controls. Access to these fields depends on the software plan.[7]
Applications can use gaze for target selection, character responses or foveated rendering. FOVE supplies a foveated-rendering demonstration; eye tracking alone does not mean that every application applies this rendering technique.[8][9]
Hardware
FOVE 0 has adjustable straps and infrared eye-tracking systems for the two eyes. Its 2560 X 1440 OLED display is divided between the eyes and refreshes at 70 Hz.[3][2][10]
The original HTC Vive has 1080 x 1200 pixels per eye and a 90 Hz display rate. FOVE 0's combined display has more pixels, but its refresh rate is lower. These are comparisons of nominal display specifications, rather than measured optical clarity. [11]
An external camera observes infrared lights beneath the headset's outer cover for positional tracking. FOVE specifies 100 Hz camera tracking augmented by 1000 Hz measurements from the internal inertial measurement unit. With the camera connected, the system provides six degrees of freedom; without it, tracking is limited to orientation. The separate head-tracking camera is not the camera system that records the eyes.[4]
The manual requires a clear line of sight between the headset and position camera, recommends positioning the camera within about 3 metres of the wearer and warns that sunlight can interfere with tracking. The HDMI connector goes to the graphics card, while the headset's USB 2.0 connection supplies power. The package includes a camera stand and cable as well as a replacement face cushion.[3]
Some small or medium eyeglass frames can fit inside the headset, according to the manual. Calibration and fit affect gaze measurements; a manufacturer-authored benchmark also found poorer accuracy for contact-lens users, especially coloured contact lenses, within its tested population.[3][12]
Technical specifications
The following are manufacturer specifications, rather than independent measurements of every wearer or software configuration.
| Item | Specification | Source |
|---|---|---|
| Display | WQHD OLED (2560 X 1440), total resolution across both eyes | [2][10] |
| Display refresh rate | 70 Hz | [3] |
| Field of view | Up to 100 degrees; the manual gives 90° - 100° | [2][3] |
| Eye-tracking system | Infrared tracking system x 2, specified at 120fps | [2] |
| Advertised eye-tracking accuracy | 1.15 degrees on the product page; the 2021 manual states <1.15° | [2][3] |
| Head tracking | IMU orientation tracking and external infrared position tracking | [2][4] |
| Connections | HDMI 1.4 / USB 3.0 / USB 2.0 (power supply only) | [3] |
| Weight | 520g | [3] |
| Supplied accessories | Position-tracking camera, camera cable and stand, replacement face cushion | [3] |
FOVE's timing documentation describes the eye cameras as acquiring images at 119 Hz, while the product specification lists 120fps. Eye-image timestamps are assigned on the host PC when images arrive. USB transfer, drivers and processing load can affect the intervals between delivered samples.[13]
PC requirements
FOVE's published minimums include Windows 11. The 2021 manual instead lists Windows 8.1, Windows 10 and Ubuntu 20.04. Compatibility with later releases is not established by those documents.[2][3]
| Component | Published requirement |
|---|---|
| GPU | NVIDIA GeForce GTX 970 / AMD R9 290 or greater (desktop model) |
| CPU | Intel Core i5-4590 or greater |
| Memory | 8GB or greater |
| Ports | HDMI 1.4 / USB 3.0 / USB 2.0 x 2 |
| Windows | Windows 8.1/10/11 64-bit |
Software
FOVE VR Platform contains the headset drivers, a background runtime and a compositor. The FOVE Tray application controls the service and exposes calibration and diagnostic functions; its debug tool can display live eye images. The setup instructions direct users to request a platform download and licence key from FOVE.[5][7]
Developers can use C/C++/C#/Python bindings or plugins for Unity and Unreal Engine. Python bindings acquire data but do not provide the rendering functions. FOVE also documents Ubuntu Desktop 20.04 LTS support with NVIDIA binary drivers and a Jetson (L4T) runtime option for the Enterprise edition. The downloads page specifies Unreal Engine 4.12 to 4.26 for its Unreal plugin, rather than unrestricted support for all engine versions.[5][8]
The Unity plugin's FoveInterface component connects a camera to the FOVE compositor and gaze data. GazableObject registers objects for gaze-based detection, while GazeRecorder saves eye-tracking data to disk at the plugin's documented 70fps or 120fps sampling options.[9]
Calibration
FOVE's support documentation describes smooth-pursuit, or spiral, calibration as the default method since software version 0.17. The wearer follows a moving target. A shorter single-point option is provided in FOVE Pro; FOVE reports lower accuracy towards the edges with this method than with spiral calibration.[14]
SteamVR and OSVR
FOVE provides a SteamVR driver. FOVE's documentation distinguishes display compatibility from gaze access: OpenVR does not expose FOVE eye data through the driver, but an application can obtain it separately through the FOVE SDK or engine plugin while rendering through SteamVR. The downloads page also lists an OSVR plugin dated 18 March 2017. It describes controller compatibility for software designed around a keyboard, mouse or ordinary gamepad; it does not promise support for dedicated VR motion controllers.[5][8][9]
In September 2016, a prelaunch report also described the Xenko engine's commitment to official FOVE 0 support. This was an announced development plan, rather than a current compatibility guarantee.[15]
Apps
FOVE's demo showcase includes Shooting Benchmark, Project Falcon, Depth of Field, Eye Gestures, Foveated Rendering and Cyclops. These illustrate gaze targeting, depth cues, command input and rendering; Project Falcon also uses a mouse or gamepad.[8]
Ahead of Tokyo Game Show 2016, FOVE announced three prototype demonstrations: Project Falcon, Judgement, which varied a story according to what the player looked at, and Functions, a collection using gaze and eye-open/closed input. The announcement described them as demonstrations of the technology.[16]
Research
Eye-tracking latency
A 2021 study by Stein and colleagues compared FOVE 0, Varjo VR-1 and HTC Vive Pro Eye using simultaneous electrooculography. Four experienced participants made 60 horizontal saccades between targets 20° apart in the tracker-delay experiment; a separate three-participant experiment used a photodiode to detect display updates. FOVE 0's mean tracker delay was 15 ms in the first test and 16 ms in the second, with 45 ms mean end-to-end latency.[1]
The test used Unity 2019.1.8f1, FOVE Unity package 0.16, an RTX 2080 computer and Windows 10. Eye data were read at the 70 Hz display rate. The authors used a simple midline-crossing trigger and cautioned that smaller saccades and other detection algorithms could behave differently. They also observed greater delay after a later FOVE software update. These results describe that experimental configuration, rather than a fixed latency for every FOVE 0 application.[1]
FOVE's own latency article, discussing software v1.0, estimates about 20 ms for eye data and roughly 40-50 ms for an application to react and show a new frame. It identifies camera exposure, USB transfer, processing and display timing as separate contributions.[17]
Accuracy benchmark
A manufacturer-authored ETRA 2021 paper evaluated FOVE 0 with data from 157 participants without eyeglasses, including users with ordinary and coloured contact lenses. Participants completed two sets of 30 fixation targets, with headset remounting between sets. The analysis restricted targets to 25° from forward and used the average gaze direction of the two eyes when both were available. After the authors' stated data-curation process, smooth-pursuit calibration produced a mean absolute angular error of 1.136°.[12]
The paper explains why calibration procedures, participant characteristics, target distribution, headset movement and filtering change a benchmark's result. Its aggregate error is not a guarantee that every gaze sample, wearer or application stays within that angle.[12]
Experimental vision testing
Soans and colleagues used FOVE 0 in a 2021 study of eye-movement-based visual-field screening. They recruited 53 participants: 15 with glaucoma, 17 with neuro-ophthalmic disorders and 21 controls. Eight participants were excluded from performance analysis because of poor eye-tracking data in either setup, leaving 45 participants; all 53 contributed to user-experience analysis. The oculomotor comparison used a moving-target task in FOVE 0 and a Tobii T120 screen-based eye tracker; standard automated perimetry was included only in the user-experience comparison. In the FOVE setup, gaze recordings were downsampled from 120 Hz to the display's 70 Hz rate in an experiment built with Unity 2017 and the FOVE SDK. The authors disabled rendering based on head motion.[10]
Forty-seven participants ranked the VR test as the most attractive. The authors identified the small sample and the target's limited ±15° horizontal and vertical range as limitations, and did not directly compare the eye-movement measures with clinical visual-field charts. The experiment demonstrates a research use of the headset, without establishing it as a replacement for clinical perimetry.[10]
Developer and background
FOVE's 2015 crowdfunding announcement dates the company's beginnings to May 2014. Its co-founders were Yuka Kojima, who had developed games at Sony, and Lochlainn Wilson. A historical company profile describes early work at the University of Tokyo's academic collaboration facility.[18][19][20]
FOVE's product lineup also lists NeU-VR, developed with NeU for combined eye and brain measurements, and FOVE480, described as the next-generation headset. They are separate hardware products from FOVE 0.[21]
History
| Date | Event |
|---|---|
| May 2014 | Founding date given in FOVE's 2015 crowdfunding announcement.[18] |
| May-July 2015 | Crowdfunding campaign. FOVE's 6 July announcement reported US$480,650 raised against a US$250,000 goal.[18][19] |
| 23 March 2016 | FOVE announced US$11 million in Series A financing.[22] |
| September 2016 | FOVE 0 announced at Tokyo Game Show 2016, as recalled in the November preorder announcement.[23] |
| November 2016 | Public preorders opened at US$599, with a US$549 first-week offer. The Japanese announcement specified 3 November at 00:00 Japan time.[23] |
| January 2017 | First FOVE 0 deliveries.[1] |
In a November 2016 hands-on report, Hugh Langley compared the display pixel count with the then-current Oculus Rift and HTC Vive, describing roughly 40% more pixels per eye, and reported responsive gaze control in the demonstrations he tried. This was a pre-shipment impression, rather than a controlled measurement of the released headset's accuracy.[24]
On 14 October 2026, FOVE listed ¥150,000 before tax (¥165,000 including Japanese tax), plus shipping, for inquiry-based purchases. US$599 was the 2016 preorder price.[2]
References
- ↑ 1.0 1.1 1.2 1.3 1.4 Stein, Niklas; Niehorster, Diederick C.; Watson, Tamara; Steinicke, Frank; Rifai, Katharina; Wahl, Siegfried; Lappe, Markus (2021-02-11). "A Comparison of Eye Tracking Latencies Among Several Commercial Head-Mounted Displays". i-Perception 12 (1). doi:10.1177/2041669520983338. Retrieved 2026-10-14.
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 "FOVE 0". FOVE. https://fove-inc.com/product/fove0/. Retrieved 2026-10-14.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 "FOVE 0: Eye Tracking Virtual Reality Devkit User Manual". FOVE. https://archives-fove.s3-ap-northeast-1.amazonaws.com/setup/FOVE0_User_Manual_Eng_2021.pdf. Retrieved 2026-10-14.
- ↑ 4.0 4.1 4.2 4.3 "What Are the Tech Specs of the Position-Tracking Camera?". FOVE Technical Support. https://support.fove-inc.com/What-Are-the-Tech-Specs-of-the-Position-Tracking-Camera-1797b2c1e94a4f9b978f554a52a96329. Retrieved 2026-10-14.
- ↑ 5.0 5.1 5.2 5.3 "Getting Started With FOVE". FOVE Technical Support. https://support.fove-inc.com/Getting-Started-With-FOVE-6e81882b908446d4b4f100ceb70eeab0. Retrieved 2026-10-14.
- ↑ "How Does the FOVE Eye Tracker Work?". FOVE Technical Support. https://support.fove-inc.com/How-Does-the-FOVE-Eye-Tracker-Work-e0a35368ae6a4ab18bb24d0b6e150a4a. Retrieved 2026-10-14.
- ↑ 7.0 7.1 "FOVE VR Platform". FOVE. https://fove-inc.com/product/fove-vr-platform/. Retrieved 2026-10-14.
- ↑ 8.0 8.1 8.2 8.3 "Downloads". FOVE. https://fove-inc.com/downloads/. Retrieved 2026-10-14.
- ↑ 9.0 9.1 9.2 "FOVE Unity Plugin Guide". FOVE. https://github.com/FoveHMD/UnityPlugin/blob/master/PluginGuide.md. Retrieved 2026-10-14.
- ↑ 10.0 10.1 10.2 10.3 Soans, Rijul Saurabh; Renken, Remco J.; John, James; Bhongade, Amit; Raj, Dharam; Saxena, Rohit; Tandon, Radhika; Gandhi, Tapan Kumar; Cornelissen, Frans W. (2021-10-06). "Patients Prefer a Virtual Reality Approach Over a Similarly Performing Screen-Based Approach for Continuous Oculomotor-Based Screening of Glaucomatous and Neuro-Ophthalmological Visual Field Defects". Frontiers in Neuroscience 15: 745355. doi:10.3389/fnins.2021.745355. Retrieved 2026-10-14.
- ↑ "VIVE Specs & User Guide". HTC VIVE Developer Resources. https://developer.vive.com/resources/hardware-guides/vive-specs-user-guide/. Retrieved 2026-10-14.
- ↑ 12.0 12.1 12.2 Iakov Chernyak; Grigory Chernyak; Jeffrey K. S. Bland; Pierre D. P. Rahier (2021-05-25). "Important Considerations of Data Collection and Curation for Reliable Benchmarking of End-User Eye-Tracking Systems". ACM Symposium on Eye Tracking Research and Applications (ETRA '21 Full Papers). doi:10.1145/3448017.3457383. https://dl.acm.org/doi/fullHtml/10.1145/3448017.3457383. Retrieved 2026-10-14.
- ↑ "FOVE Timestamps Explained". FOVE Technical Support. https://support.fove-inc.com/FOVE-Timestamps-Explained-d8dd5c0fff564f4391f32384a574ab35. Retrieved 2026-10-14.
- ↑ "Which Calibration Method Should I Use?". FOVE Technical Support. https://support.fove-inc.com/Which-Calibration-Method-Should-I-Use-76da8eed2e5e42e2867bf57ae2ed5cca. Retrieved 2026-10-14.
- ↑ Ben Lang (2016-09-16). "FOVE Eye-tracking Headset Gets Final Specs and Pre-order Date". Road to VR. https://www.roadtovr.com/fove-0-eye-tracking-vr-headset-final-specs-pre-order-date/. Retrieved 2026-10-14.
- ↑ "視線追跡技術を応用したデモゲーム、3タイトル披露! 9月に幕張メッセで開催されるTOKYO GAME SHOWに出展". FOVE. 2016-08-30. https://fove-inc.com/2016/08/30/97/. Retrieved 2026-10-14.
- ↑ "What Is the Latency of FOVE Eye Tracking?". FOVE Technical Support. https://support.fove-inc.com/What-Is-the-Latency-of-FOVE-Eye-Tracking-08991e8c45524bc4b8fcd312ced82b09. Retrieved 2026-10-14.
- ↑ 18.0 18.1 18.2 FOVE (2015-07-06). "FOVE Closes Kickstarter Campaign and Raises $480k". PR Newswire. https://www.prnewswire.com/news-releases/fove-closes-kickstarter-campaign-and-raises-480k-511739271.html. Retrieved 2026-10-14.
- ↑ 19.0 19.1 Fred O'Connor (2015-05-19). "Fove brings eye movement tracking to virtual reality headsets". PCWorld. https://www.pcworld.com/article/427573/fove-brings-eye-movement-tracking-to-virtual-reality-headsets.html. Retrieved 2026-10-14.
- ↑ "FOVE, Inc. company". IndieDB. https://www.indiedb.com/company/fove-inc. Retrieved 2026-10-14.
- ↑ "Product Lineup". FOVE. https://fove-inc.com/product/. Retrieved 2026-10-14.
- ↑ "FOVE、シリーズAラウンド総額12.3億円の資金調達 量産・R&D・コンテンツ獲得体制を強化". FOVE. 2016-03-23. https://fove-inc.com/2016/03/23/88/. Retrieved 2026-10-14.
- ↑ 23.0 23.1 "視線追跡型VRヘッドセット『FOVE 0』先行予約開始 『劇場版 ソードアート・オンライン』との コラボレーションプロジェクト決定". FOVE. 2016-11-04. https://fove-inc.com/2016/11/04/130/. Retrieved 2026-10-14.
- ↑ Hugh Langley (2016-11-02). "Eyes on with Fove's VR headset: Less virtual, more reality". Wareable. https://www.wareable.com/vr/fove-review. Retrieved 2026-10-14.
