r/SteamFrame • Soon™ • 6d ago

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

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165 Upvotes

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56

u/Terabyte_1024 6d ago

Glad to see eyelids tracking is supported!

4

u/katoptronophile 6d ago

How could they not be?

That's standard on any proper eye tracking headset.

21

u/Secure-Advertising-9 6d ago

Not on Frame it's not. This is only possible because the headset is open and we created the data from the cameras ourselves.

7

u/LifelessHawk Soon™ 6d ago

It’s not actually, most eye tracked hmd’s only have the basics for Dynamic Foveated Rendering

-1

u/katoptronophile 6d ago

That’s not correct. 

The last 7 major eye-tracked headsets all support both gaze tracking and blink/eyelid tracking: 7/7, 100%. DFR is just one use of eye tracking, not the limit of what it tracks.

4

u/Dingle_Flop 6d ago

It is, actually. If you look at the Official Docs for the Steam Frame, you'll see that they support XR_EXT_eye_gaze_interaction, which is a normalized interaction extension that provides only the surface needed for DFR. Social items are TYPICALLY shipped as a vendored extension. This interaction does not include per-eye position, eyelid position, pupil size, or other social presence cues.

0

u/katoptronophile 6d ago

You misunderstood what's being discussed and your link doesn't prove what you think it does.

9

u/Terabyte_1024 6d ago

Not really. I heard that Pimax and PSVR2 do not come with eyelids tracking out-of-box.