* Input relay: typing with the pointer helper down no longer ends the relay Typing on a pass-through keyboard tells the helper "typing". With the helper not running (SteamVR off), that send raised ConnectionRefusedError and the relay exited, dropping every grab until systemd restarted it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-steam: open Steam's menu through Steam's own UI steam/ft-steam menu opens the SteamVR dashboard on Steam's menu, or closes the dashboard if it's up, without pointer mode: it asks Steam's UI over its debugging port to show its dashboard overlay (ShowVROverlay, what Steam calls itself) and focus the Steam frame's left menu (MenuStore.OpenMainMenu). ft-steam check says whether those calls still exist, and update-check.py runs it, since a Steam client update can rename them. The CDP client moves from display-settings/steam_settings.py to steam/steamui.py, so both use it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Shortcuts: Steam menu, commands, and modifier taps Key combinations (and mouse and controller buttons) get two new actions: - steam_menu: Open Steam menu / close dashboard (steam/ft-steam menu). - command:CMD: run CMD with sh -c, as the relay's service, with layout/, float/ and steam/ on its PATH. Input Settings offers it for key combinations as Run a command... Both work without pointer mode. A modifier on its own is now a key combination too: a tap, pressed and released with no other key, mouse button, or scroll in between. A bound tap sends the desktop F24 before the release, so Plasma's launcher stays shut. The defaults gain a Meta tap for the Steam menu; this replaces META_DASHBOARD, which only worked in pointer mode. input/test/keys-test.py runs the relay against fake devices with every outgoing socket renamed, so it's safe next to the live relay. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Relay: share a key combination's Meta release with frame-voice A Meta+key combination (Meta+J for gaze_left, say) hides Meta's release from the desktop, and the relay skipped share_key for it too. frame-voice saw Meta go down on @frametop_keys and never come up, so it held all dictated text back, waiting for that release. Keys of grabbed keyboards are now shared as pressed, before key_binding() decides what the desktop gets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: ft-cutouts, the hand cutouts without pinches and grips hands/ft-cutouts on|off|status starts ft-camd and ft-hands as transient user units with ft-hands' new --no-gestures: hands are published for ft-screens' cutouts, but no pinch or grip is detected, so nothing clicks or drags and a closing hand doesn't raise the tracking rate. It needs a build and ft-camd's capabilities, not hands/run.sh install. Its units conflict with ft-handsctl's, so each stops the other, and they stop with SteamVR. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-cutouts status: only the current run's tracker lines Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: say why gaze mode can't work yet, and open the calibration whenever it's missing Turning gaze mode on without a calibration opened Calibrate only on the off-to-on change, and only if it could open right then. With the headset off, the eye tracker silent, or the panel not built, or with gaze mode already on when the gaze service started, nothing opened and nothing said why: the pointer just stayed a mouse. - The gaze service now checks every second: gaze mode on, no calibration for the tracker in use, eyes seen -> the full calibration opens. One that closes unfinished opens again only after the headset comes off and on, gaze mode off and on, or Calibrate, so it doesn't loop. A start that fails retries every 10 s. - Its status says why gaze mode can't work yet (checks.problem): not calibrated and opening, open, closed unfinished, or can't open and why. - Input Settings shows that under the Gaze pointer switch, along with the gaze service not installed or not running and our tracker missing its frame grabber. - ft-gazectl on notes a missing calibration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: install our eye tracker, prefer it, and say why a calibration dot wasn't taken A user on a fresh install got "Calibration failed: only 0 of 21 dots" with no reason. The installer never installed our tracker, so gaze used SteamVR's, and the only way SteamVR's tracker rejects a dot is losing an eye for most of the look. The panel just showed a red ring. - install.sh: step 9/10 installs our tracker (gaze/tracker/install.sh) after gaze mode, yes by default; it needs sudo, so --yes runs it only when sudo won't prompt. If it fails, gaze keeps SteamVR's tracker. Configs that still say GAZE_TRACKER=steam (the old template) are asked whether to switch. - GAZE_TRACKER=auto, the new default: ours when it's installed (the frame grabber, its unit, and ft-eyes' Python), else SteamVR's. ft-gazed rechecks every second, so installing it switches over. Input Settings lists Own tracker first as recommended, and says how to install it when it's missing (checking the host's /etc through /run/host from the dev container). - The calibration panel has a note line, orange over the instructions: why a dot wasn't taken (an eye lost, a blink, the eyes disagreeing for SteamVR's tracker, from steady_samples' new drop counts; ft-eyes' reply for ours), what a click is still waiting for after 1.5 s, and a failed calibration's most common reason, which the Gaze page shows too. steady_samples keeps the same samples as before (checked on 2037 windows of recordings); a lost eye is named before a blink, since its openness reads 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * README: link the Frametop Discord Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Wait for a new container to finish setting up before entering it container-up.sh starts the dev container in a scope of its own, so distrobox enter finds it running and skips its wait for distrobox-init. On a fresh install, init was still setting up passwordless sudo when dev-container.sh ran sudo dnf install, and sudo asked for a password with no terminal to read it from. container-up.sh now waits for container_setup_done itself, and the container's sudo calls use -n, so a password prompt fails at once with a clear message. Fixes #9 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Prevent small desktop overlay pointer movements from starting a drag * Clear reported drag state on controller release * Click stability: only a hand controller's press starts it The 3D mouse drives SteamVR's laser through the ft_pointer virtual controller, so its events reach the screens the same way a controller's do. The filter held every press, which turned the mouse's short drags (selecting a character or two, nudging a slider) into clicks. Mark button events from hand controllers and start the filter only on those. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Input relay: retry a new device until udev gives it to the input group A new /dev/input node is root:root 0600 until udev applies GROUP=input. The scan probed each new node once and marked it seen even when the open failed, so a node caught in that gap was never opened. Behind a KVM, a switch brings back a hub of devices at once: on the Frame, four nodes failed with EACCES in one switch, the keyboard was never grabbed, and its keys went to gamescope instead of the desktop screens. A node that isn't readable yet now waits for the next scan. * Screens: take a screen's overlays from one copy in the catcher While a button pressed on a screen is held, UpdateCatcher checks every tick whether the laser is still on one of the screen's overlays. It built that list from s.All().begin() and s.All().end(), but All() returns a std::array by value: iterators into two different temporaries, which is undefined behaviour. A clang build of ft-screens got a garbage length, threw std::length_error, and aborted on the first click, taking KWin and the desktop with it. * Gaze: leave SteamVR's gaze action alone during VR games From curiousjtuber's PR #13: with the gaze service running, SteamVR restarted its eye tracker every 10 to 13 s of Beat Saber, as if the headset came off, and each restart took input focus from the game. The PR stopped every read in a game. Only the action path reaches SteamVR (UpdateActionState on the gaze set at overlay-global priority, then GetEyeTrackingDataRelativeToNow); the mmap and our tracker are read-only files. So only the action is skipped while a scene app runs, and gaze keeps moving the pointer over the dashboard in a game. The action source is only used with --source action. Co-Authored-By: CuriousJ <curious.j.tuber@gmail.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: --record-hz, and the hand recorder's design (hands/rec/DESIGN.md) ft-hands --record-hz N records at most N frame sets a second, for the hand recorder (10). DESIGN.md lays out the recorder: the headset panel, the session runner and its script, the files, review and export, consent. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: ft-handpanel, the hand recorder's headset panel A head-locked SteamVR overlay for the hand recorder (hands/rec/DESIGN.md): 1.2 m ahead, 12 degrees up, 36 degrees wide, drawn with stb_truetype into three shared DMA-BUFs as ft-gazepanel does. It shows the title, step, wrapped instruction, note, countdown, hand chips, near/far bar and a "Paused" cover, driven over @ft_handpanel. It also places the touch target, a 2 cm dot in its own overlay fixed in the room where the head was at the first command for that point, and logs head and controller poses to poses.jsonl at 250 Hz from a thread of its own. Both threads take one lock around OpenVR calls. --no-vr prints each picture's state to stdout (and --dump writes the pictures), for testing without a headset. hands/rec/build.sh builds it in the dev container. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the recorder's worn check goes by the panel's backlight, as frame-job does Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the hand recorder's session runner and guided script hands/rec/session.py runs a recording session from script.json: it starts ft-camd and a tracking ft-hands as transient units only if they aren't running, records each section as one take (ft-hands --record-only at 10 sets/s, a new sets-N.bin after each pause), drives ft-handpanel, and writes session.json, calibration.json (identifying fields removed), prompts.jsonl and take.json. Feedback comes from the live hands file and, in the controller sections, from the panel's device poll. It also runs from the command line (--dry-run, --speed, --ring, --no-start). hands/rec/script.json: 11 sections, about 9 minutes without the object and controller sections. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the hand recorder's window, review and export hands/rec/ft_handrec.py + main.qml (Kirigami, dev container; host launcher hands/rec/ft-handrec): consent (CONSENT.md, asked again when its version changes; profile.json with a random contributor id), the before-you-start checklist with the lighting and free-space checks, the session controls (Space pauses, Esc stops), review with a frame-set viewer that deletes ranges, takes and sessions, export with progress and cancel (warns while the headset is worn), and the upload page (UPLOAD.md, the huggingface-cli command; HF_DATASET is a placeholder). --dry-run runs sessions without processes, for testing. hands/rec/takes.py (standard library): indexes sets.bin and sets-N.bin without reading pixels, reads one set's cameras, keeps deleted ranges in take.json, and exports: deleted sets left out, zstd -10 -T2 at nice 19, manifest.json and SHA256SUMS, nothing left behind on cancel. CONSENT.md and UPLOAD.md are drafts pending a legal review; the window says contributions aren't open yet. The dev container gains zstd. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: upload from the hand recorder's window, export checks, a rehearsal hands/rec/validate.py (standard library; Linux and Windows, Python 3.12+) checks an export before upload and when it's received: SHA256SUMS, an allow-list of files, the manifest's schema and keys, the consent version, a uuid4 contributor, no identifying fields in calibration.json or device.json, every sets.bin.zst decompressed to its end as a stream with each FHSET01 header checked against the manifest, jsonl lines, the total size. It decompresses with compression.zstd, zstandard or the zstd program. validate.py DIR [--json]. hands/rec/hub.py uploads an export with huggingface_hub, as a pull request to contributions/<contributor>/<session>: validate first, refuse a repeat of the same export, check the login (whoami) and access (auth_check), upload_folder(create_pr=True) with the manifest summary as the description, then record the PR under "uploads" in session.json. Errors are explained (terms not accepted, not found, 401/403, network). --dry-run makes no network calls. FT_HANDREC_DATASET overrides HF_DATASET (DeeJanuz/frametop-hands); while the texts are drafts a real upload needs FT_HANDREC_ALLOW_UPLOAD=1. The Upload page shows the login with "Check again" and how to run hf auth login in a terminal (the token never enters the window), then Upload with a phase, progress and Cancel (hub.py as a child process), the PR link, and a warning for an export uploaded before. The manual command stays as the fallback. ft-handrec --hub-dry-run. session.py also saves device.json: cv.cad_from_cal and head from /persist/device_config.json, the labeller's shape, nothing identifying; export copies it. Session ids with a -N suffix are accepted everywhere. hands/rec/rehearse.sh runs it all without the headset: ft-ringplay plays 30 s of a capture into a ring, session.py records a short test script with ft-handpanel --no-vr and a tracker, then export, validate and a dry-run upload (--repo ID uploads for real). It runs in one frame-job scope, deletes its data and stops its processes, also on Ctrl+C. hands/rec/tests/test_validate.py covers good and broken exports and hub.py without the network. The dev container gains python3-huggingface-hub. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * README: Frametop doesn't work on the SteamOS beta yet Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit072a294941) * Hands: step mode and pose pictures for the hand recorder The first real session moved on every 5 s with text only, too fast to follow. Each step now waits for Next (Space or the window's button), counts down 3-2-1 while recording, then holds. P pauses, R redoes a step, S skips a section; "Advance by itself" (--auto) keeps the old timed flow. Nothing records while a step waits: each step is its own recording part. The panel and the window show a picture of each pose (hands/rec/poses, generated by make_poses.py from a parametric hand, MIT) and a diagram of where to hold the hands and how far out. prompts.jsonl gains ready, wait and redo events; session.json gains mode. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the headset button as Next, clearer push steps The headset's right-side click button (KEY_SELECT on gpio-keys, read without a grab) now works the session: Next while a step waits, pause during a hold, resume while paused. With no mouse connected the hints lead with it. The push sections say plainly to push straight out from the headset and pull back, with a side-view picture of the head, the headset and the arrow, and the bar's ends read "At your chest" and "Arm out". The bar labels are sent as one field, so labels with spaces no longer split. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-floatd: a launch for a missing app no longer kills the control socket Gio.DesktopAppInfo.new() returns NULL for a desktop file that doesn't exist, and PyGObject raises TypeError ("constructor returned NULL") rather than returning None, so launch()'s `if info is None` never ran. The exception escaped the control socket's GLib callback, GLib dropped the watch, and ft-floatd stopped answering everything: the float key, dock, Launch as Standalone, and profiles, until the desktop restarted. Found on the Frame (2026-10-02): a profile saved with RustDesk's Flatpak open records its window's app id, com.carriez.flutter_hbb, which has no desktop file (the Flatpak's is com.rustdesk.RustDesk). `ft-layout use` on that profile asked ft-floatd to launch it, and ft-floatd went silent. With this, that launch replies "error no app com.carriez.flutter_hbb" and the profile's other apps open. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-floatd: profiles keep and relaunch Flatpak apps whose window names another app id An X11 window in a Flatpak can give KWin an app id with no desktop file: RustDesk's says com.carriez.flutter_hbb (its GTK application id), and the Flatpak's desktop file is com.rustdesk.RustDesk. A profile recorded that id, so it couldn't relaunch the app (PR #16 keeps that from killing ft-floatd's socket). And the window's pid is the sandbox's own, so a launched window matched neither by process nor by app id, and didn't float. desktop_name() finds the desktop file whose StartupWMClass names the window's class (or app id) when the app id has none. Capture records that name, a profile claims open windows by it, and a launch's window matches by it. Profiles saved before this keep the old id; save them again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: check the tracking cameras before recording, and watch for losing them After the headset wakes, XRService sometimes fails to load the colour module's VCINT FPGA image; then only the two side cameras run, without the IR light, and the tracker finds no hands. hands/camcheck.py reads XRService's log, the video nodes it holds and ft-camd's ring, and says ok, degraded or unknown. The recorder won't start while degraded (--ignore-cameras overrides it), offers a confirmed SteamVR restart, and stops the first hand-size step when the tracker sees no hand at all. ft-camwatch (unit file only, not enabled) follows the log, notifies, and with CAMWATCH_AUTO_RESTART=1 restarts SteamVR when the headset isn't worn and nothing else uses VR. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: shorter recording sessions with pose sweeps The second real session took 16 minutes, half of it 36 still poses. Labels come from the auto-labeller, so what matters is variety, not clean holds. A sweep step shows a strip of pose pictures and lights one every 4 s while the hands move slowly near and far; each cue is a prompt event with "cue": true. The core session is now 15 steps, about 5 minutes recorded. The pose groups, the one-hand sweeps' groups and the cue order are shuffled per session, seeded from its id and saved in session.json. A quick round (--quick, or the checklist's choice) is about 2 minutes for extra lighting. Touch the dot has 6 dots, the push sections two heights. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Input relay test: let the fake devices past the udev permission check Since the relay leaves a node it can't read yet for the next scan (12f2e84, PR #12), it checks os.access first, and the test's fake /dev/input paths don't exist, so the relay never opened them and every key check failed. The fake os now says they're readable. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pause Frametop for VR games Frametop kept using the headset during games: with gaze mode off, our eye tracker still took about 60% of a core, remote desktop about 2 cores while on, and KWin kept drawing hidden screens because ft-screens sent their frame callbacks at 90 Hz. Pausing gives that back, and resuming brings back only what pausing stopped. It's also a way to keep the gaze service and our eye tracker off during games, which PR #13 asked for. Paused (input/game_pause.py, run by the input relay): - frametop-gaze stops (ft-eyegrab then idles by itself), and hand tracking and remote desktop stop if they run - the desktop hides and slows down: ft-screens "pause on" hides every panel and sends KWin a frame callback once a second; or, with pause_desktop "close", the desktop closes and starts again on resume - the relay lets go of the 3D mouse, typing goes to Steam, and mapped buttons and key combinations do only pause_toggle, steam_menu and commands Toggled by both thumbsticks clicked together twice (configurable), read passively from vrserver's web socket (input/vrws.py) so it works in games and takes nothing from them; by the new pause_toggle action; by input/ft-pause; and, with pause_auto (default on), by a VR game starting and ending, which the pointer helper now reports ("vrgame 1|0"). Frametop Input Settings has a Games page for it. update-check.py checks the web socket, and doesn't count a paused gaze service as failed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: ft-hands works out which side camera is which ft-camd tells the side cameras apart by XRService's buffer allocation order, which some XRService starts reverse; both of 2026-10-02's starts did, so the cutouts missed the hands. HANDS_SWAP_SIDES=auto (the default) has ft-hands vote from hands seen in both side cameras: the landmark rays meet in front of both cameras only under the right naming. While undecided it probes the exchanged naming with the landmark model. It decides in about 2 s of hands (right on all 7 recordings replayed), swaps the views in place, and publishes sides.json. 0 and 1 still force it, with a warning when the hands disagree. Recordings carry each part's naming and the session's decision; review, export, validate and ft-handreplay put the names right, and takes.py sides records a decision by hand. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: idle while the gaze isn't used The gaze service ran ft-gaze and our own eye tracker all the time: with gaze mode off, ft-eyes still took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. Now ft-gaze and our tracker run only while gaze mode is on and someone wears the headset, while a check or the calibration is open or asked for, or under a "wake" lease, which the Gaze page of Frametop Input Settings renews while it's open. 30 s after the last use they stop, and the frame grabber idles with our tracker. - The pointer helper answers "gaze ? headset" with worn|away (SteamVR's activity level for the headset); an older helper answers it as before, and the service then goes by gaze mode alone. - A quick check, calibration, or fit check asked for while idle wakes the tracker and opens once it sends; the automatic calibration waits quietly while it starts. - Status has "awake" and "idle" (why), and the Gaze page shows it. - gaze/test/idle-test.py runs the service with a fake helper and ft-gaze, offline. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * update-check: a still controller isn't a broken web socket vrserver sends a controller's state only when something on it changes, and one lying still or asleep may not even send its first one. The check subscribed to one controller and failed after 3 s of silence. It now subscribes to all, and silence after a good handshake is a skip. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the recorder measures the light itself The checklist page measures the light when it opens, starting ft-camd if nothing runs it (and stopping it on quit), instead of saying the cameras aren't running. The round's lighting defaults to what the cameras measure: daylight or indoor, from the mono cameras' ambient infrared. Lamps give off little infrared, so dim and normal rooms read alike; picking dim, room or daylight still overrides it. session.json gets source, measured and ambient_ir. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the recorder's host commands run from the home folder host-spawn starts a host command in the caller's folder. Started from /tmp, the app's folder in the container is /run/host/tmp, which the host doesn't have, so starting ft-camd (and every other host command) exited 127. host_command now runs from home (env -C), and the launcher cds there. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Input Settings: the Games page is Game optimization Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: push steps say to follow the hollow circle, not the blue dot The dot is the current tracker's distance guess, often wrong; the ring is where the hands should be. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Eye tracker: one thread for OpenCV and numpy Nothing called cv2.setNumThreads, so OpenCV kept a pool of one worker per core for pupil windows of 140 to 240 px. Live, its idle workers spun and yielded about 14,000 times a second each, about a quarter of a core, next to SteamVR's compositor. numpy's OpenBLAS also started 8 threads that never had work. eyes_pupil.py now sets OpenCV to one thread, and ft-eyes sets OPENBLAS_NUM_THREADS and OMP_NUM_THREADS to 1 before numpy loads (a value already in the environment wins). Replaying fit1 into a scratch share (ft-eyes-replay, 14 s measured, capped at one core with the replay): threads 13 -> 1, involuntary context switches 3,812/s -> 430/s, system time 6.9% -> 1.6% of a core. Under that cap the frames it kept up with went from 21-36 to 57-69 a second per eye. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pointer: read the overlay list every 20 s, not every second The helper ran `vrcmd --overlays` once a second while the pointer was awake, and in gaze mode the pointer never sleeps. Each run is a shell plus vrcmd, a new SteamVR client, about 26 to 30 ms of CPU, so about 3% of a core all the time. The list is now read every 20 seconds, and at once (at most once a second) when it may have changed: the pointer waking, the dashboard opening or closing or creating an overlay, the scene app changing, an "overlays" request, and a left click that hit nothing, which may be on a panel that came up since. The thread waits on a condition variable instead of waking every 100 ms, so it sleeps while paused. The main loop looks the keys up again as soon as a new list is in, rather than at its next 1 s tick. Overlays already on the list still show and hide within 50 ms, from the IsOverlayVisible poll. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: ft-eyes and ft-gaze below SteamVR's priority ft-eyes and ft-gaze run in the dev container through distrobox, so they live in podman's libpod scope: frametop-gaze.service's limits never reach them, and they ran at nice 0 next to vrcompositor and vrserver, also at nice 0. - ft-eyes sets itself to nice 10 and SCHED_BATCH at start, before its threads. Batch turns off wakeup preemption, so a frame ft-eyes wakes up for can wait out a running compositor's turn; a few ms late costs the gaze little. - ft-gaze sets nice 5 before its threads start, but stays SCHED_OTHER: each sample goes on to the pointer, and batch would add the same wait to every one of them. - Both only ever lower their priority (a higher nice already set wins), and a failure is logged and ignored. Checked in the dev container: nice 0 -> 10, policy 0 -> 3 (SCHED_BATCH) without any capability. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pointer: sleep on the command socket while the pointer is off The main loop slept a fixed 8 ms, about 116 wakeups a second, whether the pointer was awake or not, and every second it looked up every overlay's handle and read a string property from all 64 device slots to find its own device. With the pointer off and hand gestures off, the loop now waits in poll() on its command socket for up to 250 ms, or 20 ms while mapped Frame controller buttons are being read (SteamVR input has no event to wait for). A mouse command ends the wait at once. The headset's activity level, the game check, and the "vrgame" and "gazeawake" repeats keep going at that pace. The 50 ms visibility poll and the 1 s handle lookups run only while the pointer is awake, and waking forces both. The device index is looked for only while it's unknown, and again after SteamVR activates or deactivates a device. The HMD pose history is kept only with hand gestures on, its one user. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Remote desktop: connect FreeRDP only while a VNC viewer is connected vnc-bridge.sh kept FreeRDP connected to krdpserver from the moment remote desktop started, so krdp captured and H.264-encoded every KWin redraw in software (openh264) with nobody watching: krdpserver 55-78% of a core, xfreerdp 16-27%, Xvnc 6-11%, with 0 clients on :5900. krdp 6.7 creates its screencast session per RDP connection and drops it when the connection closes, so krdpserver itself idles without one and stays up. The bridge now counts established connections to Xvnc's port with ss, starts FreeRDP when a viewer appears (the desktop shows about 3 s later; the VNC screen is black until then) and stops it 45 s after the last one leaves (VNC_IDLE_SEC). Xvnc has no client hook, so its log output, which it writes for every connection, wakes the bridge early; otherwise it looks every 5 s while idle (0.1% of a core measured, against 0.9% for ss once a second) and every second while FreeRDP runs. The layout check runs only while FreeRDP runs. While a viewer is connected the bridge sends "watch 15" to ft-screens (@ft_screens) at once and every 5 s, so screens at a reduced frame rate (out of view, headset on a stand) stream at full rate; it lapses by itself if the bridge dies, and an ft-screens without the command just answers an error. The window search after starting FreeRDP now ends when FreeRDP exits instead of polling for 30 s. krdp on 127.0.0.1 with a fresh password, VNC on the tailnet address with VncAuth, and remote-ctl.sh start/stop (pause and resume) are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Remote desktop: read the layout only after it changes While FreeRDP ran, vnc-bridge.sh called ft-layout remote-view every 5 s, which scans all of /proc for plasmashell and runs kscreen-doctor -j: about 4.4% of a core for a layout that rarely changes. It now stats the two files the answer depends on, the nested KWin's ~/.config/frametop/kwinoutputconfig.json (positions, scales, primary) and ~/.config/frametop-layout.json (screen sizes), once a second while FreeRDP runs. After either changes it reads the layout every 2 s for 10 s, since KWin's outputs follow the file a few seconds later; otherwise once a minute, in case a change touched neither. With no VNC viewer connected nothing runs (previous commit). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Eye tracker: ft-eyes sleeps until the next frame is due ft-eyes looked for new frames about 1,000 times a second: each pass of its loop asked the control socket with a non-blocking recvfrom (a BlockingIOError nearly every time), read both cameras' counters, and slept 1 ms. The frames come every 11.1 ms per camera, and only as counters in ft-eyegrab's shared memory, so there's no fd to wait on. Now each pass ends in select() on the control socket, with a timeout until 2 ms before the next frame of either camera is due (from when its last one was seen), then every 1 ms until it comes. A command wakes it at once. A camera with no frame for 0.1 s (headset off, grabber idle) isn't waited for, and with both stopped it looks every 20 ms. Waiting for the frame grabber's file uses the same select, 0.2 s at a time, instead of sleeping through commands. A new frame is still seen within about 1 ms of when it lands. On a synthetic share at 90 Hz per camera, on a heavily loaded headset (load average 23, so ft-eyes rarely sat idle), its waits went from 178 to 81 a second; unloaded, the old loop's 1 ms sleeps add up to about 1,000. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Screens: frame rates by attention, ticks in step with the display ft-screens gave KWin a frame callback for every committed screen on each tick, and the tick was an 11 ms timer set again after each run, so it slid through the display's frame and came about 85 times a second at 90 Hz: the desktop repeated a frame several times a second (judder in scrolling and video), and KWin drew every screen in one burst at a random point of vrcompositor's frame. Hidden screens got the same 90 Hz unless Frametop was paused for a game. - Ticks run on a timerfd at absolute times, once per display frame, 1 ms after the vsync (IVRSystem::GetTimeSinceLastVsync and the HMD's display frequency, read once a second), so KWin gets its callbacks early in the frame. Measured with --no-vr: 91 wakeups a second instead of about 85. On the Frame the vsync times SteamVR reports lie on a 90 Hz grid. - Each screen's callbacks come at a rate for how much of it you see (vr.cpp, UpdateAttention): every frame while focused (within 12 degrees of where your head points, a laser or the mouse on it in the last 1.5 s, carried, or typed on), 15 a second for the rest of what you see (within 60 degrees), and 1 a second when hidden, behind you, or paused. Levels rise at once and fall after 1.5 s (focused) or 0.5 s (in view). KWin draws a screen only after its callback and its apps wait for theirs, so this throttles the apps too. A screen where nothing changes costs nothing at any rate, as before. - A video in view keeps every frame: 8 commits in a row that each redraw 6% or more of the screen, at 10 a second or more, count as one (from the surface's buffer damage). - "rates F V H" / --rates set the three rates (default 0 15 1, 0 = every frame), "rates?" shows them and each screen's level, "watch S" gives everything full rate for S seconds for a remote viewer (vnc-bridge.sh renews it), and "phase MS" moves the ticks for tuning. - ft-screens' main thread runs at nice -5 after the session starts: SteamOS allows down to -8 once the soft RLIMIT_NICE is raised, and KWin waits on these ticks. It had spent nearly 3 times as long waiting to run as running. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pointer: skip unchanged work while the pointer is awake Every frame (about 116 a second) the helper tested the cursor ray against every visible overlay twice with ComputeOverlayIntersection, set the dot's alpha, width, transform and visibility (five calls into SteamVR), and sent the driver a pose datagram, even with the mouse and the head still. Now a frame reuses the last collision result when the mouse, the anchor (1 mm) and the eye (5 mm) haven't moved and no overlay showed, hid, or changed handle. The passes still run at least every 100 ms, since overlays move on their own (a floating window's controls follow it), and always while dragging. The dots' setters go to SteamVR only when their value changes: the placement when the dot moved 0.2 mm or the eye 5 mm, which turns or resizes it by well under 1%, and the width on a 0.5% change. The plain pose goes to the driver only when the laser's origin moved 0.2 mm or its direction 0.04 deg (0.1 mm where it lands, 15 cm on), and at least every 100 ms; the driver keeps the last pose and reports it every frame. A tilt's pose, a placement, or waking sends the next one regardless. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Session: blur, background contrast and animations off by default The nested kwinrc had no [Plugins] group, so KWin ran its default blur and background contrast effects, and kdeglobals had no AnimationDurationFactor, so animations ran at full length. KWin renders through zink on Turnip, on the GPU vrcompositor needs, and blur re-renders what's behind every translucent panel and menu; each animation frame is another frame for KWin and ft-screens. Before KWin starts, the session script now writes [Plugins] blurEnabled=false and contrastEnabled=false to $XDG_CONFIG_HOME/kwinrc and [KDE] AnimationDurationFactor=0 to its kdeglobals, each only if the desktop's own file has no value for it. It does this once and records that in $XDG_CONFIG_HOME/frametoprc ([Defaults] effects=1), because System Settings deletes a key put back to its default: without the marker, turning blur back on wouldn't survive a restart. The ids blur and contrast are the built-in effects of KWin 6.2.5 on SteamOS (both enabled by default in its plugin metadata). Tested against a temporary XDG_CONFIG_HOME: fresh config, an existing blurEnabled=true kept, and a deleted key not rewritten. README and docs/reference.md say how to turn them back on. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Session: don't autostart Discover's notifier or IBus in the desktop The nested Plasma session runs the system's XDG autostart entries. Discover's update notifier (/etc/xdg/autostart/org.kde.discover.notifier.desktop) started plasma-discover --mode update inside it, 520-620 MB resident and about 9% of a core, with flatpak-system-helper and AppStream downloads behind it. IBus started a nested ibus-daemon with kimpanel and ibus-extension-gtk3, which no app in the desktop can use: KWin's input method is ft-textinput (zwp_input_method_v1, focus reports only; the VR keyboard types through ft-screens' seat), and the session already drops QT_IM_MODULE, GTK_IM_MODULE and XMODIFIERS. Nothing in Frametop talks to IBus. Before Plasma starts, the session script copies both entries into $XDG_CONFIG_HOME/autostart with Hidden=true, which plasma-session honours for that desktop only. It does this once ([Defaults] autostart=1 in frametoprc) and skips a name the user already has a file for, so deleting the copy brings the program back. The geoclue demo agent stays (it answers apps' location requests outside GNOME and idles at 0%), and orca's entry is OnlyShowIn GNOME-family desktops, so it never ran. Tested against a temporary XDG_CONFIG_HOME, including an existing user ibus.desktop left alone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Input relay: never block on the pointer helper's socket The relay sent to @ft_pointer_helper on a blocking socket. When the helper stalled, a layout placement or grabprobe holds it for seconds while ft-gazed keeps filling its socket at 90 Hz, the relay's one loop blocked with it: keyboards, the volume keys (which must never reach gamescope), and pausing all stopped until the helper read again. The socket is non-blocking now. A command the helper doesn't take (EAGAIN) waits in a queue, and everything after it queues behind it so the order holds; tick() sends what it can on each loop, and the select timeout drops to 20 ms while anything waits. Mouse moves add up into one queued move. A scroll notch is dropped rather than queued, since scrolling seconds late is no use; its release still goes. Presses, releases, show, hide, and the rest are kept, so no button stays down. The queue holds at most 512 commands. While paused, the configured pointer's queue still drains, so the releases and "hide" from standing down arrive. A "vrbind" that hits a full socket is sent again on the next loop instead of being lost. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pointer driver: parse outside the lock, report only changes Handle() held the state lock through a chain of up to a dozen sscanf calls per command, and RunFrame, which vrserver calls every frame, takes the same lock, so a burst of commands (about 116 poses a second, plus moves and buttons) could hold up vrserver's frame. Commands are now parsed into locals first, and the lock is held only to store the result. RunFrame also called UpdateBooleanComponent six times and UpdateScalarComponent twice every frame, and TrackedDevicePoseUpdated every frame even while disconnected. Components now go to SteamVR only when they change (all of them on the first frame). The pose still goes out every frame while the device is connected, as a tracked device's should; the disconnected pose goes out once. The helper now sends a pose only when it changes, so the comment says the driver keeps the last one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-powerd: ask SteamVR every 100 ms, not on every input event The loop polled the input devices with a 100 ms timeout and then, on every wake, did SteamVR's part: PollNextEvent, the headset's activity level and every device's pose, all IPC calls to vrserver. Input wakes it at once so the displays come on with the first key or motion, but a moving mouse sends hundreds of events a second, so moving the mouse meant hundreds of rounds of IPC a second instead of 10. Every wake still drains the input devices and the control socket and counts input as use straight away; SteamVR's part, and the backlight read that goes with it, now run only when 100 ms have passed since the last time, and poll sleeps until then. Built in the dev container (power/build.sh, no warnings); not run, since the live ft-powerd holds @ft_powerd. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Eye tracker: ft-eyegrab checks only the slot each camera writes next While copying, ft-eyegrab woke every 300 us (about 1,500 to 3,000 times a second) and fingerprinted all eight slots each time: 8 x 256 strided reads from DMA-BUF memory. - Each look now checks only the slot each camera writes next. The order is known (camera 0 3,0,1,2; camera 1 7,5,4,6,5,7,6,4), and the next slot follows from the last two; the table starts from those orders and learns from every frame, so a SteamVR update that changes them costs a few seconds of full scans, not frames. - A camera with nothing in its expected slot 1.5 frames after its last one, or with no order yet, gets all four slots checked, as before. A frame that turns up in an unexpected slot means full scans for that camera for 2 s. - A slot's fingerprint is taken again when it stops being one of the two in use, so a later check sees only a new frame. A frame is still passed on when its camera starts the frame after next. - Between frames it sleeps until 2.5 ms before the next is due, then looks every 1 ms, with 0.5 ms of timer slack (PR_SET_TIMERSLACK, --share only). With no frames from either camera for 0.5 s (headset off) it looks every 4 ms. - --rec keeps its 0.3 ms polls (and the expected-slot checks), for its timestamps. Tested offline by building poll_frames against simulated cameras that write each frame in four bursts, the last after the next frame starts (6 s, both cameras): 1,076 frames passed on, none torn or skipped, with the known orders and with camera 1 in a different order. Wakeups 1,486/s -> 207/s, the poller's CPU 3.6% -> 0.8% of a core (in plain memory; the real DMA-BUF reads cost more), and a frame's start is seen 1.35 ms after it begins on average instead of 0.76. With a camera stalling 15 ms every 2 s, the old poller passed on 22 torn frames and the new one 8 or fewer. Built (glibc 2.38 symbols at most, the host has 2.39), not installed: it runs as root from /etc/frametop, so it takes effect only after gaze/tracker/install.sh (sudo). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: upload from the headset, then plug in and leave it Export and upload are done in the headset now: the export page only notes that VR may stutter a little. Upload opens the pull request first (a draft) and shows its link, telling the person to plug in the headset and leave it until it says Uploaded; the files then go to refs/pr/N, and the pull request is marked open at the end. A retry of the same export goes on in the same pull request. While an export or upload runs, a host unit holds a logind sleep inhibitor so the Frame stays awake with the headset off. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Remote Access: check the status every 5 s instead of every 2 s While its window was open, Frametop Remote Access ran remote-ctl.sh status every 2 s, and each run spawns bash, curl (the tailnet name from tailscaled) and python3 to parse it. It now checks every 5 s, plus when the window comes to the front and once more 2 s after turning remote access on or off or changing the password, so a change still shows within a couple of seconds. A check doesn't start while one is still running. Doing the check in-process would duplicate remote-ctl.sh's idea of "running", which the session and the pause code share. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * update-check: KWin's blur and contrast effect ids, retest hints The session now turns KWin's blur and contrast effects off by id (blurEnabled and contrastEnabled in the desktop's kwinrc), and a KWin that renamed them would quietly leave them on. The check looks for their built-in factories (KWin::blur_factory, KWin::contrast_factory) in kwin_wayland, which it already reads for --output-count, and warns if one is gone. The kwin and plasma-workspace retest hints gain the blur and the hidden autostart entries. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pause gesture: look the controllers up every 30 s, not every 3 s The gesture reader fetched vrserver's /input/getstate.json over HTTP every 3 seconds, the whole time the relay runs, to notice a controller's root path changing when the 3D mouse takes or gives back its hand role. It now looks them up when it connects, when a message comes from a device path it doesn't know (at most every 3 s; the device is read from the message with two string searches, not a JSON parse of all 160 a second), 1.5 s after the relay's 3D mouse connects or lets go (the relay tells it through GamePause.controllers_changed), and otherwise every 30 s. The keys test's pause stub gets the new method. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Input relay: send mouse motion at most every 4 ms The relay sent the helper one "move" per SYN_REPORT, so a 1000 Hz mouse sent 1000 datagrams a second to a helper whose loop runs every 8 ms, and each one went through a dozen sscanf and strncmp tests in the helper before reaching the move handler. In a 200 ms test at 1000 Hz, 149 reports now make 45 moves with the same total. flush() on a report now sends only once 4 ms have passed since the last move; tick() sends the rest when due, and the select timeout shrinks to match. Buttons and the gaze keys still flush first, unconditionally, so a click lands where the pointer was. In the helper, "move" is now tested first in the command dispatch, and its handling is one lambda. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: ft-gaze prints and reads only the sources in use ft-gaze computed and printed all six sources for every sample: about 1.3 KB of JSON a line with our tracker (practice2), 120 KB a second through podman's stdio relay for ft-gazed to json.loads 90 times a second. It also read SteamVR's gaze action for every sample outside games (UpdateActionState and GetEyeTrackingDataRelativeToNow, two calls into vrserver, 180 a second), though with our tracker ft-gazed only uses own and mmap1. - ft-gaze takes --sources LIST (action, mmap1, mmap2, left, right, own, and eye for the EYE object; all by default, so the probe and ft-eyes-session are unchanged), and with --watch-stdin a line "sources LIST" on stdin switches them. A source left out isn't read and prints as {"ok":0} ("eye" as null), so every line keeps the same keys. An older ft-gaze ignores both, and prints everything as before. - ft-gazed asks for what it reads: own,mmap1 with our tracker; left,right,mmap1 with SteamVR's eyes; the source plus mmap1 and mmap2 on the older one-source path. While a check or the calibration runs or waits to open, all of them, since checks record every source (the calibration fits the action's correction too) and the fit check reads "eye". It switches as soon as that changes, well inside the check's 0.45 s settle. - So the action is read only during checks, or with --source action. On recorded samples, a line with own and mmap1 is about 700 bytes instead of 1,300 (practice2), and one with left, right and mmap1 about 550 instead of 940 (test1). gaze/test/idle-test.py now checks that ft-gaze starts with every source for a check and is then switched to those in use, without the action or own; all its checks pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pointer: don't put a vanished panel back in the visibility map The panel-edge test read visible[edgeKey], and when the last panel the cursor touched was gone from the overlay list, that added it back as hidden. The map then had more entries than there are handles, which made the 50 ms visibility poll run every frame, and since the last commit it also counted as a visibility change each time, so unchanged frames were never reused. The edge test now looks the key up without adding it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: ft-gaze's loop runs every 4 ms instead of 2 ft-gaze's loop slept 2 ms, so 500 times a second it read the head pose (GetDeviceToAbsoluteTrackingPose), checked the eye tracker's counter, and drained SteamVR's events, for samples that come 90 times a second. It now sleeps 4 ms. A new sample is printed within 4 ms of appearing, 2 on average (was 1), and the pose history still has a pose within 2 ms of any sample's time, which keeps the head-pose error under 0.2 degrees for a head turning 100 degrees a second. Sleeping until the next sample is due would have thinned the pose history to 11 ms. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: the hidden panel waits for a command instead of waking every 50 ms The calibration panel runs for as long as the gaze service does, hidden nearly all the time, and it woke 20 to 30 times a second to look at its socket and SteamVR's events: about 0.9% of a core, the main cost left with gaze idle. It now waits in poll() on its command socket: up to a second while hidden, and up to 10 ms while shown, as before (it still drains SteamVR's events each pass, so a quit is acknowledged within a second while hidden). A command wakes it at once, so "show" draws sooner than before. With --watch-stdin, its stdin closing wakes it as well, so stopping it doesn't wait. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Pointer: ft-screens announces new panels to the helper The helper now reads SteamVR's list of panels every 20 s instead of every second, so a panel made in between (a floating window's menu, frametop.float.N.sub.K, or the Frametop keyboard the first time it opens) couldn't be clicked with the mouse until the next read. ft-screens now sends "overlay <key>" to @ft_pointer_helper right after it makes one, and the helper adds it to its list at once (only frametop.* keys). An older helper ignores it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: fix Export doing nothing, and show it's busy at onceaf2ea7cput _stay_awake between exportSession and its @Slot, so the window's Export button called a method QML couldn't see. A new test checks every backend call in main.qml against Backend's slots and properties. Export and Upload now say Exporting…/Uploading… with a spinner the moment they're pressed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Lazy susan: Meta+Alt+Tab spins the panels around you - ft-screens "spin next|prev|<degrees>": every unpinned screen and floating window turns together about a vertical axis through your head (0.3 s, eased), so the next panel on the right or left comes to straight ahead; the arrangement stays as it is. Taps during a spin add to it, from where the panels are headed; grabbing a panel or placing it (ft-layout, ft-floatd) takes it out of the spin - when a spin settles, the panel in front gets the pointer (recenter), typing (as after a click), and KWin's active window: its floating window, or the top window on a screen (ft-floatd "front N", the KWin script's activate-output). KWin's outputs follow the screens' new places (ft-layout scale), as after a move - the input relay: spin_next and spin_prev actions, Meta+Alt+Tab and Meta+Alt+Shift+Tab by default; Frametop Input Settings lists them. Not Meta+Tab: that's Cmd+Tab on a Mac reached through a remote desktop like RustDesk, and the relay would take the Mac's app switcher. Meta+Alt+Tab (Cmd+Option+Tab) is unused on macOS, Windows, and KDE Used on the Frame (SteamOS 0.3.0 build 20260922) with one screen and three or four floating windows, through RustDesk to a Mac. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * hand recorder: login command works from Frametop's Konsole Frametop's Konsole sets XDG_RUNTIME_DIR=/run/user/UID/frametop, where podman finds no container state, so 'distrobox enter dev -- hf auth login' failed with a crun error. The command the Upload page shows now sets the real runtime folder. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * hand recorder: log in from the Upload page, three-step page, no terminal The Upload page is now three numbered steps: choose the export, log in to Hugging Face, upload. Log in runs hub.py login, huggingface_hub's browser login (OAuth device code, as hf auth login does): the link opens in the browser and the page shows the code to enter, with Copy code and Cancel. hub.py saves the token; the window never sees one, and nobody pastes one. The terminal upload and the login command are gone from the page, and UPLOAD.md is now a short 'About uploading' under the steps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * hand recorder: take.json keeps camera clock samples sets.bin's capture_ns is CLOCK_MONOTONIC_RAW; poses.jsonl and prompts.jsonl are CLOCK_MONOTONIC. On 2026-10-03 the two were 0.80 s apart during a session and 1.11 s apart five hours later, so images can't be paired with poses by capture_ns. take.json now samples RAW minus MONOTONIC as each recording part starts and stops (as ft-hands' raw_minus_mono_ns), so readers can put each exposure on the poses' clock. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * hand recorder export: no controller poses without controllers, nothing in deleted ranges When the checklist says no controllers, exported poses.jsonl has left and right null and feedback lines carry no controller state: controllers left switched on still get tracked (one wandered 2 m in a real session) and would read as the hands' ground truth. Poses and live-tracker feedback inside deleted ranges are left out too, as the images there are. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * hand recorder: final consent text (2026-10-03), residency check, installer Consent 2026-10-03, after a non-lawyer review: who runs this and how to reach them, the dataset is public (Hugging Face, possibly abroad), the Hugging Face username shows next to the contributor id, purposes (no identification), safety, the maintainer grant passes to whoever maintains Frametop next, withdrawal before and after merge, rights such as the GDPR's, and what a new version means. Residents of Illinois, Texas and Washington can't take part for now (biometric privacy laws): a third checkbox, profile consent.region_ok, checked by validate.py from this consent version on. The DRAFT banners are gone, so uploads no longer need FT_HANDREC_ALLOW_UPLOAD. hands/rec/install.sh installs the recorder on a Frame with Frametop: container packages, hand tracking and panel builds, ft-camd's capabilities, menu entry. test_qml_backend also checks each call's argument count against the slots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Screens: a reset button next to the grab bar, clickable in VR games Each desktop screen gets a reset button left of its bar (a reticle). It puts every screen back in its layout around where you are now, like Meta+Shift+R (ft-layout apply). In a VR game the screens leave the controllers to the game (the outside_games and dashboard modes), so a controller couldn't click any of their controls. Aiming a hand controller at the reset button now sets MakeOverlaysInteractiveIfVisible on that button's overlay alone, so the trigger clicks it; the flag clears half a second after the aim leaves a zone twice as wide, and the game gets the controllers back. The aim comes from the laser poses ft-screens already reads to show the controls. The ft-layout spawn is now RunLayout(cmd), shared with the arrange. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Click stability: 32 logical pixels by default, not 8 8 is about 0.2 degrees on a 3.4 m wide 3440-pixel screen 2 m away, so a trigger press turned into a drag unless the hand was very still. 32 (about 0.9 degrees) felt much better in the headset (2026-10-03). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Screens: in games, pointing a controller at a panel turns its laser on SteamVR's own floating windows take the laser while a controller points at them in a game and give it back when it points away. Frametop's panels didn't: with the controllers left to the game (outside_games, the default, or dashboard), they couldn't be clicked without the dashboard. ft-screens now sets MakeOverlaysInteractiveIfVisible on a screen or floating window while a hand controller's laser pose meets it, its controls, or its popups (UpdateAim; curved screens hit on their cylinder), and clears it 0.3 s after the aim leaves a wider margin. A drag or a held button keeps it on. The keyboard, one overlay, uses ComputeOverlayIntersection and now follows the mode when a game starts or ends while it's open. This replaces the reset button's own aim zone. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Screens: find the controllers' laser tip during VR games too GetComponentStateForDevicePath with no input source handle fails for every render model component while a VR game runs (checked 2026-10-03 with a game up: all 21 components of frame_controller_right). TipOffset then fell back to the controller's pose, which aims 40 degrees above the Frame controller's laser. In games, pointing at a screen's middle missed it and pointing below it hit, so the new aim-to-laser only worked from the bottom; the controls' reveal and pin/roll aim were off the same way. GetComponentState still answers then, with the same tip. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * input-relay: Add mute key as volume key Add KEY_MUTE as volume key. It will be mapped to KEY_MACRO28 and use wpctl to toggle the mute of the default audio sink. The toggle of the mute state will be done once when the key is pressed instead of continuously toggling it when it is held down. This allows the mute button on keyboards to work properly. Signed-off-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com> * Session: bring back a taskbar saved on a screen the desktop doesn't have Plasma 6.2.5 keeps a panel on a screen number and never moves one whose number is past the screen count, so a taskbar saved on a spare output (#18, lastScreen=8 with three screens) or on a screen a smaller layout dropped stayed hidden. Before Plasma starts, session/fix-panels.py moves such a panel and its tray's containment to screen 0 (the primary), keeping its widgets, unless screen 0 already has a panel on that edge. doctor.sh checks the panels' screens, and report.sh lists them with the live outputs and panels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * keys-test: the spin bindings (Meta+Alt+Tab, Meta+Alt+Shift+Tab), not while paused Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Menu entries: own programs for Reset Screen Layout and Hide/Show Screens Reset Screen Layout and Hide/Show Screens both ran ft-layout. Steam lists entries by program, so Hide/Show launched Reset. Each gets a wrapper. From PR #17 (only this part of 9618be8; its host_command change is for the Nix packages). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Screens: release a held button that can't come up on a screen Pausing, or hiding the screen a button went down on, took the laser off it mid-click; the pause gesture's second thumbstick click does that. SteamVR's laser mouse then forgot the button ("Mouse down count is 1 but states are all false"), no release came, and the catcher kept showing whenever the pressing laser was off the panels, even while paused. Being interactive, it kept the VR game's controllers from it until the desktop restarted (2026-10-04, Beat Saber). ft-screens now releases a held button when it's paused, when the screen it went down on is hidden, or, during VR games, when the pressing hand controller has held nothing for a second. GetControllerState answers overlay apps only while a game runs; outside games a hold is never cut. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Signed-off-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com> Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com> Co-authored-by: Codex <codex@localhost> Co-authored-by: CuriousJ <curious.j.tuber@gmail.com> Co-authored-by: Patrick McDavid <fusionjunky@gmail.com> Co-authored-by: SuperTuxii <123881249+SuperTuxii@users.noreply.github.com> Co-authored-by: John Murray <5672686+JRMurr@users.noreply.github.com>
Gaze (experimental)
The Steam Frame's eye tracking as pointer input: a gaze mode for the 3D mouse (the pointer goes where you look, and the mouse does the last bit), and the tools to calibrate and measure it.
ft-gaze(C++, OpenVR, runs in the dev container) reads the eye tracker and prints one JSON line per sample (90 Hz). For each source, it gives the gaze direction relative to the head and the Frametop screen pixel it lands on. The gaze service asks it for only the sources it uses (--sources, andsources LISTon its stdin): our tracker and mmap set 1 with Own tracker, about 700 bytes a line instead of 1.3 KB, and every source while a check or the calibration runs. So SteamVR's gaze action, the only source that calls into vrserver (twice a sample), is read only then. The probe gets them all.gazecal.pyhas what the probe and the gaze service share: the correction models, filters, and the reader for SteamVR's eye tracking log.tracker/is our own eye tracker, an alternative to SteamVR's:ft-eyesfinds the pupils and glints in the eye-camera frames thatft-eyegrab(a small root service) copies out of SteamVR's tracker. See "Our own eye tracker" below.probe/ft-gazeprobe(GTK 4, host Python) is a fullscreen playground, for developing the gaze tracking: day to day, the calibration and the checks run in the headset panel (Quick check, Calibrate, and Check headset fit on the Gaze page). It runs ft-gaze, draws where you're looking, measures accuracy, and tries out hold-to-adjust clicking with a calibration that learns from your adjustments.
Day to day, install the gaze service, then turn gaze mode on and calibrate on the Gaze page of Frametop Input Settings (Calibrate). The installer offers the gaze service (gaze/run.sh install) and then our own tracker (gaze/tracker/install.sh), which gaze mode uses once it's installed; the probe is installed by hand.
gaze/run.sh install # the gaze service: builds ft-gaze and the panel, starts with SteamVR
gaze/ft-gazectl on # the pointer follows your gaze (off: the mouse alone)
gaze/tracker/install.sh # our own eye tracker's frame grabber (asks for sudo)
gaze/build.sh # build ft-gaze and the panel by hand
gaze/probe/install.sh # development: build, and add Frametop Gaze Probe to the app menu
gaze/probe/ft-gazeprobe --screen 1
Gaze pointer
Gaze as an input method for the whole desktop, without replacing anything of SteamVR's:
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ft-gazed(host Python, a user service:gaze/run.sh install) runs ft-gaze and corrects its gaze. Two settings on the Gaze page of Frametop Input Settings (GAZE_TRACKERandGAZE_EYEin~/.config/frametop.conf, read again when the file changes) pick whose eye tracking it uses and how it weights the eyes:- Eye tracker: our own (Own tracker: see "Our own eye tracker" below) or SteamVR's. The default,
GAZE_TRACKER=auto, is ours when it's installed (its frame grabber, and ft-eyes' Python in the gaze service's checkout), else SteamVR's, and it switches when ours is installed or removed; picking one on the Gaze page sets it for good. The gaze service runs ours while it's the one in use. It keeps its own calibration: with Own tracker chosen, Calibrate on the Gaze page calibrates it. The gaze pointer's settings (hand back, nudges, hold to drag, the dot) are the pointer helper's, so they're the same with either. - Eye bias: Auto, Left, or Right. The gaze combines both eyes, each calibrated on its own, because their errors partly cancel: on 306 clicks with our tracker, the eyes' sideways errors were correlated -0.37, and both together were 0.65 degrees off (median) against 0.96 for the left eye alone and 1.11 for the right. So Left or Right leans instead of choosing: that eye counts twice as much as the other (0.03 degrees worse there toward the better eye, 0.13 toward the worse). Auto weights each eye by the inverse square of how far off it was at your last 20 nudges, once each eye has 5, and evenly before that. Each eye's miss is measured before that nudge teaches anything, so each is a fresh test. The calibration's own fit isn't used for this: on SteamVR's test of 2026-09-29, the calibration dots said the left eye was the better one, and new spots said the right. Either eye carries the gaze alone while the other is closed or lost.
With SteamVR, each eye is its own reading (set 2), corrected by its calibration from the probe (the Left eye and Right eye sources) plus what the pointer has taught that eye since. On that test, the two eyes each calibrated and averaged were 1.70 degrees off (median; mean 1.62) against 1.72 (mean 1.84) for SteamVR's combined gaze with its calibration. A calibration from before the probe had the eyes as sources, or
--source, uses the older path. That path runs on SteamVR's combined gaze (mmap set 1), corrected as a whole. When the tracker loses one eye (its variance for that eye jumps from about 0.001 to 0.02), the gaze comes from the other eye instead: that eye's own reading (set 2) plus what it usually reads against the combined gaze, learned while both eyes are seen, in 10 degree cells of where it looks. Set 1 keeps going on one eye too, but it holds the lost eye's yaw where it was, so the gaze moves half as far sideways as your eyes do. On a recording, one eye alone came out a median 0.8 degrees from both eyes' gaze over a steady look, a little more jittery.Looks down past the screens (under 20 degrees down, on no Frametop screen: a glance at the keyboard) aren't sent, so the pointer stays where it was instead of following you down, and eyes lost there aren't counted. It drops blinks (both eyes closing or lost), smooths with a fixation lock, and sends the result to the pointer helper 90 times a second. It follows SteamVR's eye tracking log, and when the headset goes back on (SteamVR starts its eye model over, and the error moves), older lessons count less, so the first few after relearn the offset.
- Eye tracker: our own (Own tracker: see "Our own eye tracker" below) or SteamVR's. The default,
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The pointer helper's gaze mode (off by default: the Gaze page of Frametop Input Settings,
gaze/ft-gazectl on,POINTER_GAZE=1in~/.config/frametop.conf, or a mouse button or key combination mapped to "Gaze pointer on/off") works like MAGIC pointing (Zhai et al., 1999). The pointer goes where you look, and the mouse does the last bit. By default the mouse moves it only while a button is held (see "The mouse only corrects" below). WithPOINTER_GAZE_MOUSE_MOVE=free, moving the mouse takes the pointer, from where the gaze put it, and looking well away (5 degrees) gives it back to the gaze. A press isn't sent at once: the pointer stops where the gaze put it, and if that's wrong, drag it onto what you meant with the button still held; the click happens where you let go. To drag something, hold the press still for half a second first (POINTER_GAZE_HOLD), then move. Outside games the pointer stays on while gaze mode is on, until a controller is picked up. The dot shows all the time (POINTER_GAZE_DOT=moving: only while the mouse moves it, while a press is held, and as a pulse when you click). Gaze mode works with the mouse and the keyboard, not the controllers (docs/gaze-controllers.md explains why). -
The mouse only corrects (the default; the Gaze page's Mouse movement switch,
POINTER_GAZE_MOUSE_MOVE=held): while the gaze has the pointer, moving the mouse does nothing. The buttons work like Meta+J and Meta+K: press and hold one and the pointer stops where you look; move the mouse onto what you meant and let go to click there (a left or a right click). Held still for half a second, a press is a real one (to drag). Once you've moved, the left button alone only clicks: press the right one while still holding the left to start a drag there; it lasts while either button is held. Press the right one again (a double right click, the left still held) to pan and tilt what you're dragging, as a right press does during any drag. A bumped or drifting mouse can't pull the pointer away, and every mouse move is a correction, so the tracker only learns from real ones. With the gaze stale for a second (the tracker stopped, eyes lost), in a game, or with the headset off, the mouse moves the pointer as usual.free(the switch off) lets the mouse take the pointer any time. -
Keyboard clicks (Meta+J left, Meta+K right; other key combinations on the Keyboard page of Input Settings): tap to click where you look. A quick tap (let go within 0.25 s,
POINTER_KEY_TAP) clicks where the dot was when you pressed, whatever your head did, and tells the gaze service it was right there. Hold instead, and the dot stays put in your view: turn your head until it sits on what you meant, and let go to click there (the correction is a lesson, as with the mouse, under the same limit: pastPOINTER_GAZE_NUDGE_MAXit opens the quick check instead). Hold still for half a second to press for real, then turn your head to drag. With Meta+J held, Meta+K presses where the dot is now, so you can correct first and then drag; the drag lasts while either key is held. Meta+K during a Meta+J drag (again, after starting it with Meta+K: a double Meta+K) pans and tilts what you're dragging while it's held: turn your head to turn it. -
Learning from nudges: if the mouse took the pointer from the gaze and moved it (0.2 degrees or more, and the correction within
POINTER_GAZE_NUDGE_MAX: 55 degrees by default, half of the 109 the headset shows across, and 1 to 110; the same limit for mouse, keyboard, and pinch clicks) before you clicked, or you dragged a held press that far, you were nudging it onto what you looked at. The helper sends that as a lesson, from the raw gaze when the mouse took over to where you clicked, and ft-gazed learns it. So using it is what calibrates it. The raw gaze is one ft-gazed sent, so it also finds when that look was, and what each eye read then. With SteamVR, each eye learns its own error. With our tracker, the look goes to it as a click, like the probe's, and it relearns how the headset sits on your face. After the headset was off, your first nudge and click there resets that (the quick check's dot does the same). A correction pastPOINTER_GAZE_NUDGE_MAXisn't learned: the helper asks ft-gazed for the quick check instead ("recheck", after its 2-minute cooldown). Tested on our tracker's 409 clicks since its Sep 29 calibration: a one-dot check set from any one of them put the next 2 minutes' clicks within 15 degrees (99% within 4.2) and the next 10 minutes' within 25 (the far ones after the headset moved), so the check gets back well under it. The limit used to be 8 degrees, and live on 2026-10-01 our tracker was 12 off after the headset went on, so every correction was dropped. One lesson moves the whole correction by only a third of what it measured (more near where it was taken), since in the first live test one 6 degree lesson moved everything and put the next target 7 degrees off.ft-gazectl statusshows the lessons, andft-gazectl forgetdrops them. -
Checks and calibration in the headset (
gaze/gazecheck.py, shown bygaze/panel/ft-gazepanel, a panel fixed to the headset that ft-gazed runs): a one-dot quick check opens when you put the headset on (SteamVR's tracker sees your eyes for 3 s after none for 3 s; its "HMD on" log line can't say, since it repeats every minute or so and can stay on for hours with nobody in the headset), when our tracker asks for a click (its "reseat", when the headset may sit differently), at most once every 2 minutes, and from Quick check on the Gaze page. Look at the dot: it takes your gaze once it has held still for 0.6 s (the steadiness counts, not where the tracker puts it, so it works however far off it is), or at once with a left click or Meta+J; a right click or Meta+K closes it, and ignoring it changes nothing. It also runs when a click's correction was pastPOINTER_GAZE_NUDGE_MAX. The dot is still and the ring fills in quarters, so the panel is drawn again only a few times per dot. If the first 3 lessons after it are still over 2 degrees off, five dots follow. The full calibration (Calibrate on the Gaze page, or by itself whenever gaze mode is on without one and your eyes are seen) is the probe's: three rounds, dark, medium and bright, of the middle and a ring around it, in a panel 64 degrees wide, with Frametop's screens hidden. Its dots (and the five-dot check's) wait for a click: look at the dot and left click or press Meta+J, and the gaze held still up to then is taken. A dot that isn't taken says why, on an orange line over the instructions: with SteamVR's tracker, what dropped most of that look's samples (an eye lost, a blink, the two eyes disagreeing); with ours, its reply (an eye seen in too few frames, or moving). A dot gets two tries, then it's skipped. A calibration left with under two thirds of its dots fails and names the most common reason, as the Gaze page does after it. A click that has taken nothing after 1.5 s says what it waits for: the gaze to hold still, or an eye tracker that isn't sending. Capturing whenever the gaze held still sometimes took a look that wasn't on the dot. The panel draws into three shared buffers SteamVR imported once, as Frametop's keyboard does: uploading each picture anew (SetOverlayRaw) flickered, and in one live test left the headset showing an old picture. Quitting it while there's still no calibration turns gaze mode off; turning it on again reopens it. One that closes otherwise unfinished (ignored for 2 minutes, too few dots) opens again after the headset comes off and on. Why gaze mode, on, can't work yet goes in the service's status aschecks.problem, which the Gaze page shows under the Gaze pointer switch. For our tracker a check is a click and the calibration is its own (calib-point per dot); for SteamVR's, a check is a lesson for each eye and the calibration replaces calibration.json, and the lessons start over. Checks go tochecks.jsonl. -
Nothing writes to SteamVR, its eye tracker, or its files: ft-gaze maps the eye tracker's shared memory read-only. With no fresh gaze (a blink, the service stopped, the headset off), the pointer stays where it is, and the mouse works as always.
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Idle while the gaze isn't used: ft-gaze and our own tracker run only while gaze mode is on and someone wears the headset (the pointer helper says both: SteamVR drops the headset's activity level as soon as it comes off), while a check or the calibration is open or asked for, or while the Gaze page of Frametop Input Settings is open (it renews a
wakelease). 30 seconds after the last use they stop, and our frame grabber goes idle with our tracker. With our tracker, that saves over half a core: on 2026-10-02, with gaze mode off, ft-eyes took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. A check asked for while it idles starts the tracker and opens once it sends. When the gaze is used again, it takes a few seconds to come back, and our tracker's first click re-seats it, as after the headset was off: so the quick check opens when gaze mode comes on after the service idled, as it does when you put the headset on.ft-gazectl statussays"awake", and"idle"says why it isn't. A stand that covers the proximity sensor makes the headset seem worn, so with gaze mode on it doesn't idle there.
Lessons are logged to pointer-lessons.jsonl: the raw gaze, the true direction, the correction at the time, and how far off it was.
Gaze sources
| Source | Where it comes from |
|---|---|
| SteamVR action | An eyetracking action bound to /user/head/eyetracking (actions/), read with IVRInput::GetEyeTrackingDataRelativeToNow. This is the supported way. |
| mmap set 1, set 2 | /dev/shm/eye-server.mmap, which SteamVR's eyetracking process writes for the HMD driver (driver_cv.so). It has two sets of per-eye directions in head space: set 1 is filtered, and its two eyes always share one pitch; set 2 is each eye's own reading. After each set come the tracker's variances for each eye, and at the end each eye's raw measurement and its variance (the tracker's confidence in that frame), which ft-gaze passes on for the fit check. |
| Left eye, right eye | Each eye alone, from set 2: calibrate and test them to see what one eye is worth against both. The layout is undocumented (offsets are in ft-gaze.cpp) and may change with a SteamVR update. ft-gaze maps it read-only; the file also carries calibration clicks to the tracker and must never be written. |
| Own tracker | Our own tracker (tracker/, experimental; see "Our own eye tracker"). It keeps its own calibration, not SteamVR's: Calibrate on the Gaze page fits it while Eye tracker is Own tracker (eight dots to a ring instead of six, on a slight oval, since the fit goes wrong past its dots; the probe's calibration with its tracker toggle on Own tracker does the same), and clicks teach it how far the headset has moved on your face since. After the headset was off, one look at a centre dot (the quick check, or the probe's first dot) resets that. With Own tracker on, the probe hides SteamVR's gaze and draws a red dot where each eye alone puts it, and asks the gaze service to keep the tracker running. The gaze pointer can use it too (Eye tracker: Own tracker, on the Gaze page of Frametop Input Settings). ft-gaze reports it as own while it's running, and as {"ok":0} otherwise. |
The tracker stops when the headset is off your head. SteamVR also calibrates gaze on its own from laser-mouse clicks, treating each click as a spot you were looking at. That includes mouse clicks through the Frametop pointer, so a click where the pointer's dot isn't what you're looking at teaches SteamVR a wrong sample (it only takes clicks within 5 degrees of your gaze). In the probe, use Enter or Space as the trigger: keys don't go through SteamVR's laser. See Accept usercal in ~/.local/share/Steam/logs/eyetracking.txt. When the tracker loses an eye, the same log says CEyePoseUKF L: Large dt (or R) as it starts that eye over.
Our own eye tracker
gaze/tracker/ is an eye tracker of our own, because SteamVR's is about 1.5 degrees off after the best correction the gaze service can learn, and what's left is mostly look-to-look noise that no correction on top of its output can remove. Ours processes the eye cameras itself: 0.59 degrees (median) in its best live session against 0.83 for SteamVR's with the probe's correction, and after the headset was taken off and put back without recalibrating, 0.58 once your first clicks had taught it where the headset sat (tracker/findings.md has the measurements).
ft-eyegrab(C, root, the system serviceframetop-eyegrab.service) copies the eye-camera frames (512x400, 90 fps per eye) out of the DMA-BUFs SteamVR'seyetrackingprocess holds into/dev/shm/frametop-eyes-cams, owned by you. It maps them read-only, and it only copies while someone touches/dev/shm/frametop-eyes-want(ft-eyes and the recorder do, every second). Otherwise it holds none of the tracker's buffers. Its unit keeps only the capabilities that needs (CAP_SYS_PTRACE,CAP_DAC_READ_SEARCH,CAP_CHOWN).gaze/tracker/install.shbuilds it and installs it to/etc/frametopwith sudo, which it asks for (uninstall,status, andlogtoo).ft-eyes(Python with numpy and OpenCV, in the dev container:gaze/tracker/build.shputs the pinnedrequirements.txtingaze/tracker/build/venv) finds each eye's pupil (dark threshold, closing, ellipse fit) and glint pair (eyes_pupil.py), and maps them to a gaze with a quadratic fit per eye (eyes_model.py). It follows the headset moving on your face with a per-eye shift, which your clicks teach, and uses the glints only to notice a sudden jump. It publishes the gaze in/dev/shm/frametop-eyes-gaze(ft-gaze's sourceown) and takes calibration dots and clicks on@ft_eyes. The gaze service runs it while Eye tracker is Own tracker, or while the probe uses it. State (the calibration, each eye's shift, the clicks) is in~/.local/state/frametop/gaze/eyes/.lab/has the tools for improving it on recordings.ft-eyes-record NAME(orft-eyes-session, with SteamVR's gaze alongside) records the cameras.ft-eyes-scorefits and scores on recordings against the probe's practice clicks.ft-eyes-e2eruns the whole live path on two recordings (calibrate on one, click through the other).ft-eyes-replayplays a recording into a scratch share. Heavy ones are meant for a PC: if you haveframe-job(a personal tool, not in this repo),gaze/tracker/.frame-jobsends them there.lab/pyruns them with that Python (in the dev container on the Frame; on a PC, the same venv fromrequirements.txt, which frame-job's setup makes).
Ground rules, for anyone changing it:
- Clean room. Nothing of Valve's goes in: we don't decompile, disassemble, or patch the
eyetrackingbinary or its network weights, and we don't copy their code or weights. Its public output (eye-server.mmap, read-only) is fair game as a baseline and as labels, and so are published papers and openly licensed pupil detectors (check each one's license: PuRe, PuReST, ElSe, and ExCuSe are non-commercial only). - Root only reads. ft-eyegrab never writes to, stops, or signals the
eyetrackingprocess, vrserver, or vrcompositor, never opens/dev/adsp,/dev/cdsp, or/dev/spidev0.1, and never writes to/dev/shm/eye-server.mmap(it also carries calibration clicks into SteamVR's tracker),/opt, or/persist. - Eye images are biometric data. Recordings live outside the repo, in
~/.local/share/frametop/eyes/captures(0700), and.gitignorecatches stray frame dumps. They go nowhere but the machine that runs your offline jobs. - Mind the headset's budget. Finding a pupil takes about 0.4 ms a frame while ft-eyes follows it, and 1.4-2.1 ms when it searches the whole frame. ft-eyes keeps OpenCV and numpy to one thread: their pools of one per core spun idle workers at about a quarter of a core, for frames this small. It also runs at nice 10 with SCHED_BATCH, and ft-gaze at nice 5 (not batch, since each sample goes on to the pointer): both run in the dev container's podman scope, out of reach of the gaze service's unit, on the cores vrcompositor and vrserver use at nice 0. Replays, scoring, and training go to a PC.
Headset fit
Check headset fit on the Gaze page opens it in the headset panel: a card per eye (tracked or lost, the tracker's signal, how much of the last 10 s it was seen) and the hints, live while you adjust the headset. A left click or Meta+J runs the guided check (dots, then looks down, up, left and right), and a right click or Meta+K closes it. The probe's Headset fit mode (ft-gazeprobe --mode fit, for development) has the same check with maps: it shows, for each eye, whether the tracker has it, how open it is, and the tracker's confidence in it, and a map of where you looked coloured by how often it lost that eye there. Hints under the maps say which eye gets lost where, and what to try. Enter runs a guided check: dots around the screen, then looking down at the keyboard, up, left and right. R starts over. Adjust the headset while you watch it.
Losing an eye is usually about where you look, not the tracker. On this Frame the left eye was lost 57 to 64 % of the time looking 30 to 50 degrees down (at the keyboard) and the right eye never; at screen height both were seen over 98 % of the time. Looking down, the lids come down over the eyes. That's harmless, since the gaze service ignores looks down past the screens: they show on the maps, but not in the counts or as a problem.
Probe
The probe is a development tool (in the Gaze page's overflow menu): calibration experiments, accuracy tests, and practice modes. Users calibrate and check in the headset panel instead.
The trigger is Enter, Space, or a mouse button. Right-click anywhere in the window (or press the Menu key or Shift+F10) for a menu with Run calibration, Start accuracy test, Calibrate from last test, Reset calibration, the modes, the panel, fullscreen, and Quit. The buttons at the top right show and hide the panel, leave fullscreen, and quit. The arrow in the panel's title bar collapses it to just that bar, so the dot and targets behind it stay visible; the collapsed bar stays through tests. The keys do the same (Tab, C, F11, Esc), but only after you click the window once, since Frametop sends typing to the panel you clicked last. If ft-gaze stops, the probe starts it again after 3 s and shows why it stopped. Windowed mode stays on the screen it was on, and a small KWin script tells the probe where the window is, so the dot and targets are still in the right place.
- Run calibration (start here): the initial calibration, modeled on Apple Vision Pro's eye setup. Face the centre and keep your head still. Look at one dot and press the trigger, then at each of six dots in a circle. That happens in three rounds, and the screen goes dark, then medium, then bright, because pupil size changes with brightness and the tracker's error with it. Each round turns the ring 20 degrees, and the middle round's ring is half the size, so the 21 dots cover the middle, halfway out, and the edge of your view. The ring's size is
Calibration ring(degrees, 20 by default, less if the window is too small). Error grows toward the edge, and the calibration can only correct as far out as it has seen dots. The current dot is a bright pulsing dot with a point in the middle; finished dots fade to specks, so your eyes don't go back to them. Samples from blinks and from moments when the tracker lost an eye are dropped: openness under half of what it was during that look (not a fixed level, because your lids come down when you look down, and you squint in the bright round), or the angle between the eyes jumping more than 1.5 degrees from its median (that angle depends on how far away you're looking, so only a jump counts). Each dot is measured with medians, so one bad sample can't fail it. A look that lands where the gaze was for another dot of the round is refused as a look at the wrong dot. Mouse clicks don't count during a calibration run or a test: use Enter or Space. If a dot still fails, the message says why and the next try listens longer. After two failures, S (or the menu) skips the dot. Every attempt is logged tocalibration-attempts.jsonl. At the end it fits every source's calibration from all the dots, replacing what it had learned (quadratic if the model was none). Esc cancels. The run is saved ascalibration-*.json. With "Test after calibration" on (the default), the accuracy test starts right after, on new spots. - Free look: the gaze dot. The trigger calibrates wherever you're looking (see below).
- Accuracy test: look at each target and press Enter or Space. "Test spots" picks where the targets go. Calibrated area (the default) puts 15 new spots inside the calibration ring (the centre, 7 halfway out, 7 near the ring), turned so none sits on a calibration dot. It checks the calibration where it was made, with your head facing the centre. The window grids reach past that area. On a wide screen that's far more than your eyes turn without your head, so they show how the calibration holds up beyond where it was made. For each source the test records the error before and after correction (degrees and pixels), the share of targets within 1 degree, jitter, and the corrected error by region of your view (centre, up, down-left, and so on), worst first. On screen, each target gets a faint line to the raw gaze and a solid line to where the corrected dot was, green under 1 degree, yellow under 2, red above. Tests since the last calibration are listed as a trend.
- Refine calibration: refits from the latest calibration run's dots plus every calibrated-area test since. It tries offset, affine, quadratic, and quadratic+grid, scoring each on points it wasn't fitted on (leave-one-out), and uses the best. Then test again: each test adds its targets, so test, refine, test is the loop. The scores are in the panel and in
refinements.jsonl. - Snap practice: a field of desktop-like elements (toolbar icons, list rows, buttons, tiles, small links), some close together, inside the calibrated area. The gaze snaps to the nearest element and highlights it, so the pointer lands on a whole element instead of a spot. Look at the orange one and tap Enter (or click) to click it. If the wrong one is highlighted, hold the press instead: the highlight locks and stops following your gaze. Glance toward the right one (look off to that side and back), and each glance steps the highlight to the next element that way. Or move the mouse, and the highlight follows it from where it was. Let go on the right one. A glance works however far off the tracker is, because only the eye movement counts, and the tracker gets that right: its error barely changes over a couple of degrees. Whichever element you let go on is taken as the one you were looking at when you pressed, and the gap from the gaze at the press is learned as the tracker's error there (not if it's over 6 degrees after the correction, which means a wrong element). That's what it would learn in real use, where nothing knows which element you meant. The probe does know (the orange one), so each click is also scored: right at the press, right in the end, and whether the snap would have been right with the calibration alone. Backspace takes back the last click's lesson. Clicks go to
snaps.jsonl. - Click practice: the white dot is a gaze pointer, the way it would be in real use. Look at the target and press (click, or Enter), and keep looking at it. The dot stops following your gaze. If it isn't on the target, keep holding and move the mouse: the dot moves with it. Let go on the target. You were looking at where you let go when you pressed, so the drag is the tracker's error there, and the click corrections learn it (not if it's over 6 degrees after the correction). A click without a drag teaches nothing: it only says the dot was close enough. The target is only for scoring: would a plain gaze click have hit at the press, and did the drag end on it. The drag is drawn for a moment. Presses go to
practice.jsonl. The Frametop pointer (the mouse's own white dot) stays where the mouse puts it. The probe only reads its movement. An earlier version steered the Frametop pointer onto the gaze with the pointer helper'smovecommands. It lost the user's pointer: the helper's pointer goes idle, or a controller takes the laser, and the moves piled up. Taking over the real pointer belongs in the pointer helper itself, which knows its own state and can aim straight at the gaze.
The default trigger is freeze and look, the on-demand calibration. The press freezes the dot where the tracker says you're looking. Then look at the frozen dot: it's a target right where you're looking, and it stays put. After settle ms it averages the unsmoothed gaze for capture ms, or until you let go if you hold longer. The gap between the frozen dot and that average is the tracker's error at that spot, and the calibration learns it. The live dot is hidden while frozen so it can't pull your eye (the "Live dot while frozen" option shows it anyway). Freeze and look drops blink and dropout samples and uses medians, like the calibration run. A capture is thrown out if the gaze spread more than max spread (1 degree) or the error is over max error (12 degrees; the real error reaches 8-9 degrees looking well up or down). Each capture is logged to captures.jsonl.
The older triggers, nudge with head and nudge with eyes, are still there. Hold, then move the frozen dot onto what you meant with your head or eyes (nudge gain scales the movement), and release. When nudging with your eyes, don't look at the dot: it follows your gaze, error included, so it runs away.
Smoothing defaults to fixation lock. It holds the dot on the running mean of the current fixation and jumps when your gaze leaves the fixation radius. One Euro follows more smoothly, and its beta is per degree a second. Sitting still, raw gaze jitters by about 0.25-0.3 degrees, and mmap set 2 was the quietest source, so it's the default.
Click corrections ("Learn from clicks", on by default) are learned on the fly from snap and practice clicks, on top of the calibration. Right-click, Clear click corrections forgets them and keeps the calibration. The first click shifts the whole correction. More clicks bend it (the same quadratic terms, held near zero except the offset), and what's left near each click is added within about 3 degrees of it: on your data, errors less than 3 degrees apart are alike, and ones further apart aren't. Recent clicks count more, so it follows SteamVR's gaze as that moves. A big element only weakly says where on it you looked, so a wide list row barely counts sideways. Replayed on logged points, a calibration from an earlier session was 4.95 degrees off; one click brought that to 2.3, five to 1.6, and twenty to 1.2. They're saved with the calibration and start over with a new calibration run.
SteamVR's eye tracker also calibrates itself, from clicks (Accept usercal in ~/.local/share/Steam/logs/eyetracking.txt). It takes a quick mouse-button down and up as "you were looking there", if the gaze was held within 5 degrees of the click. In the logs, the accepted clicks were all under 0.14 s, one of 0.38 s was "too slow", and a click that moved between down and up was refused. It keeps that inside the running eyetracking process and saves nothing, so when SteamVR starts again, its calibration starts over and the raw gaze moves: your 13:39 and 21:23 sessions had a restart between them, and the error's shape changed, not just its offset. The panel shows when the eye tracker started, whether that was after your calibration, and how many clicks it has learned from since. Snap and practice clicks are what keep up with it: a drag is too slow for SteamVR to take, and a quick click on the snapped element teaches both calibrations the same spot.
Pick the Correction model in the panel or the right-click menu. Choosing one fits it right away from the latest calibration's dots and the calibrated-area tests since (points.jsonl), and the choice is saved with the calibration. The models (per source) are none, offset, affine (offset plus a straight-line change across your view), quadratic (the default), and affine+grid or quadratic+grid (plus a 10-degree grid for what's left). Quadratic is the second-order polynomial video eye trackers usually calibrate with. The Frame's error grows as your eyes turn away from the centre: it overstates vertical movement, more the further up or down you look, and looking up adds a sideways error. A straight line only follows part of that. A polynomial runs away outside the spots it was fitted on, so the model only follows it to 3 degrees past the range of view it has seen. They're keyed by where you're looking relative to your head, and saved in ~/.local/state/frametop/gaze/calibration.json. Freeze captures go to captures.jsonl, nudges to practice.jsonl, and test results to test-*.json in the same folder. Every calibration dot and test target is also added to points.jsonl: where in your view it was, the raw error, the error with the calibration of the time, and the spread. That's the data for refining, and for finding where the calibration is off.