Gaze learning limit: 55 degrees, past it a quick check; a solid panel

Drops the quick check's second step (3629681): the user didn't want it, and it
re-entered itself every tick, re-placing and redrawing the panel, which
flickered in the headset.

POINTER_GAZE_NUDGE_MAX is the one learning limit, now 55 degrees by default:
half of the 109 the Frame shows across. The helper measures the correction
itself (raw gaze to click), not the mouse's path; past the limit it isn't
learned and the helper sends "recheck" for the quick check, for the mouse and
keyboard alike. ft-gazed's own limits (8 and 25) follow the setting.

Test, our tracker's 409 clicks since its Sep 29 calibration: a one-dot check
set from any one of them puts the next 2 minutes' clicks within 15 degrees (99%
within 4.2) and the next 10 minutes' within 25, so it gets well under 55.

The panel's dot is still and its capture ring fills in quarters, so it's drawn
again only a few times per dot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-10-01 10:48:57 -06:00
1 parent 362968198b
commit 8998fc1ddd
9 files changed
+76 -195

No files matched your search

+2 -3
View File
@@ -1057,9 +1057,8 @@ Kirigami.ApplicationWindow {
+ "to switch it on the fly. A click waits for the release: if the gaze is off, drag onto the target "
+ "with the button held and let go there. Hold still to drag: hold a press this long without moving "
+ "to drag something instead. Look away to hand back: how far from the pointer you look before the "
+ "gaze takes it back from the mouse. Largest correction to learn: bigger mouse moves before a click "
+ "are treated as using the mouse, not correcting the gaze; a bigger correction with a keyboard "
+ "click, or at the quick check, runs the quick check again. Eye tracker: SteamVR's, or our own "
+ "gaze takes it back from the mouse. Largest correction to learn: a click corrected further than "
+ "this isn't learned; the tracker is that far off, so the quick check runs instead. Eye tracker: SteamVR's, or our own "
+ "(gaze/tracker), which keeps its own calibration (Calibrate… with Own tracker). Eye bias: the gaze "
+ "combines both eyes, since their errors partly cancel; Left or Right counts that eye twice as "
+ "much, and Auto weights each by how far off it was at your recent nudges."