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Merge eye-tracking into experimental
Our own eye tracker joins the gaze folder: ft-eyegrab (the root frame grabber, frametop-eyegrab.service) and ft-eyes, run by the gaze service when GAZE_TRACKER=own, with its lab tools. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -36,7 +36,7 @@ POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press,
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POINTER_PRECISION_GAIN=0.5 # gaze precision (a button mapped to gaze_precision): the pointer turns this times the controller's turn
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POINTER_PRECISION_DEADZONE=0.3 # gaze precision: degrees the controller turns before the pointer does (the press's own jolt)
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POINTER_GAZE_DRAG_GAIN=1 # gaze drag (gaze_drag): the pointer turns this times the controller's turn
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GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (frame-eyes' fe-trackd, calibrated in the gaze probe with Own tracker)
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GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (gaze/tracker: its frame grabber needs gaze/tracker/install.sh; calibrated in the gaze probe with Own tracker)
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GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice
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HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells)
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HANDS_CPUS=5,6,7 # hand tracking: the CPUs its model threads run on
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