Dapeng P1 PRO MAX Eye-Tracking Edition Released: 120–200Hz Sampling Rate, Tracking Accuracy Within 1°
Dapeng officially launched the enterprise-grade VR headset P1 PRO MAX Eye-Tracking Edition, adding eye tracking to its existing VR capabilities. It supports recording data such as the user's gaze position, with an eye-tracking sampling rate of 120–200Hz and tracking accuracy controlled within 1°. The device targets visual training, scientific research experiments, and gaze interaction development, and offers supporting software customization that can organize interaction tasks, data recording, and result display according to project requirements.
Body · AI translation
In VR training and experiments, where users look and how their gaze changes is important information for understanding the task completion process. For training institutions, research teams, and application developers, mapping this information to specific tasks helps analyze users' visual behavior and provides a basis for interaction design.
Recently, DPVR officially launched the P1 PRO MAX eye-tracking version. According to DPVR, the new version adds eye tracking on top of its existing enterprise-grade VR capabilities, supports obtaining data such as users' gaze positions in virtual environments, and provides support for gaze interaction and related application development.
From training results to the gaze process, what can eye tracking add?
Currently, DPVR devices have been used in multiple vision training programs, including Vivid Vision's vision training application, as well as a VR vision training program jointly developed with Tianjin Opt around needs such as fusion function and visual cognition.
These existing applications have accumulated practical experience for DPVR in vision training scenarios. The newly launched P1 PRO MAX eye-tracking version further adds the ability to record eye-tracking data during training.
Some VR vision training can already organize training through binocular separation, target recognition, and interactive tasks. With the addition of eye tracking, applications have the opportunity to go beyond recording "whether the task was completed" and further observe "how the task was completed." For example, in segments that require sustained fixation or following a moving target, professionals can combine task time points to check whether users fixate on preset areas and how gaze changes across different training stages.
After application adaptation is completed, customers can combine data such as gaze position with training tasks to observe users' visual attention in different segments, providing a reference for professionals to analyze the training process and adjust task design.
Beyond the 120–200Hz sampling rate, what other requirements do professional applications have?
Medical institutions and research teams' requirements for eye-tracking devices usually involve specific task design, data recording methods, and result presentation. Device parameters need to be considered together with actual applications.
For example, medical institutions may place more emphasis on whether the training process can be standardized, whether records are easy to review, and whether they can connect with existing assessment processes. Research teams, meanwhile, need to consider time synchronization between eye-tracking data and experimental stimuli, raw data export, calibration methods, and the stability of repeated tests.
In response to these needs, DPVR can provide supporting software customization based on the P1 PRO MAX eye-tracking version, covering interactive tasks, training processes, eye-tracking data recording, and result display, organizing functions according to project requirements.
It is reported that this device supports a 120–200Hz eye-tracking sampling rate, with eye-tracking accuracy controllable within 1°. For higher-precision requirements, customized development can be carried out; specific configurations and performance are subject to the project plan and actual test results of the complete device.
Beyond vision training, what other application spaces does eye tracking have?
Scientific recording and gaze interaction: application adaptation is key. In scientific experiments, the P1 PRO MAX eye-tracking version can record subjects' gaze positions in virtual environments, providing data for research in visual cognition, human-computer interaction, and other fields. Research teams can design tasks according to experimental objectives and map eye-tracking records to experimental segments for subsequent analysis.
Taking visual search, dynamic target tracking, or attention allocation experiments as examples, researchers can map gaze data to events such as stimulus presentation and task feedback to analyze behavioral differences under different conditions. What such research requires is not only that the device can track gaze, but also whether data interfaces, timestamps, and subsequent processing workflows can meet experimental requirements.
In interaction development, gaze can be used for target localization and selection, and can be combined with input methods such as controllers and voice according to application design. For example, users locate a target through gaze and then confirm the operation through other input methods. This type of interaction can reduce the operation of repeatedly moving a controller to locate targets in some scenarios, thereby reducing possible accidental touches during the process.
For customers and solution providers with existing VR applications, after evaluating interfaces, software compatibility, and data requirements, they can carry out eye-tracking function adaptation and add data recording or gaze interaction functions to existing business processes.
For customers such as medical institutions and research teams, whether eye-tracking functions can play a practical role also depends on the degree of adaptation between the device and specific application scenarios. The P1 PRO MAX eye-tracking version combines VR scene presentation with eye-tracking data collection and provides supporting software customization support, enabling institutions to configure corresponding functions according to their own training processes, research methods, and data needs. This approach of improving product capabilities around actual project needs also continues DPVR's layout thinking in the enterprise VR market over the years.
Final notes
Founded in 2015, DPVR is one of the few domestic manufacturers that has gone through multiple industry cycles and still maintains strong market competitiveness. According to relevant market data from Counterpoint Research, DPVR ranks first in global PCVR segment market share, ranks among the top five in the global VR market, and second in the Chinese market. In the first quarter of 2026, DPVR's overseas shipments increased by 230% year-on-year, with its sales network covering nearly 40 countries and regions. Since the beginning of this year, DPVR has also secured tens-of-millions-level orders in the European and domestic VR amusement markets.
However, DPVR's business landscape is clearly no longer limited to traditional VR/MR headsets. From VR/MR devices for offline entertainment, education and training, medical care, and industrial simulation scenarios, to AI sunglasses for the consumer market, and to the RoboPilot robot teleoperation and data collection solution launched this year, DPVR's product forms continue to extend, but the main technical thread behind them has always been clear: around spatial computing capabilities, it continues to expand their application across different terminals and real-world scenarios.
Looking back at the development of the past decade, one deep impression DPVR has left on the author is that it has always maintained its own judgment about industry rhythms and market demands. It does not simply chase technology hotspots, nor does it stop at existing advantageous markets. Instead, while continuing technological investment, it constantly seeks the intersection between technological evolution and real needs. This may also be an important reason why DPVR has been able to weather multiple industry cycles and continue to expand the boundaries of its products and technologies.
Returning to the newly released P1 PRO MAX eye-tracking version, it is actually a continuation of this approach—not simply pursuing hardware parameter upgrades, but further improving product capabilities for professional scenarios such as vision training and scientific experiments.
Looking at the entire XR industry, as more and more technologies begin to move beyond traditional headsets and enter different fields such as AI wearables and robotics, how to make existing technological accumulation continue to create new application value may be more meaningful to the industry than disruptive iteration of a single product.
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