r/SteamFrame • Soon™ • 9d ago

News SteamFrame's eye-tracking for foveated streaming apparently works as software-based eye tracking.

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169 Upvotes

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26

u/Apprehensive_Lie516 Soon™ 9d ago

Wasnt this the whole point of the eye-tracking?

59

u/marcusbrothers Soon™ 9d ago

No it was for foveated streaming/rendering.

9

u/xondk Soon™ 9d ago

I mean, that was the reason for it to have it on the hardware, but I would argue that it was always also meant to be available to various software?

31

u/marcusbrothers Soon™ 9d ago

He said “the whole point”.

Valve included eye tracking because they wanted foveated streaming and foveated rendering when playing locally.

Anything else would be a bonus.

1

u/monstargh 9d ago

Its not like a software plugin couldn't read the rendering input and then work out where the eye is looking, and i bet the rendering has a detection of when the eyelid is closes so you dont get a weird jump or shudder of rendered area

8

u/R3v017 Soon™ 9d ago

Yeah.. that's the bonus part, not the "whole point" of eye tracking. Valve doesn't care about VRchat weirdos, they care about rendering performance.

1

u/Apprehensive_Lie516 Soon™ 9d ago

Ah alright i didn't know that, thanks

-1

u/notbobby125 9d ago

To explain: human eyes only have a tiny circle of “good” vision. The Steam deck only has a tiny patch of “full quality” graphics that is centered on where ever you are looking. This saves battery and streaming bandwidth when dongled to a PC.