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DeeJanuz--frametop/session/frametop.conf.example
T
DeeJanuzandClaude Opus 5.5 c4c10e6d92 Gaze checks and calibration in a panel fixed to the headset
ft-gazepanel (gaze/panel) is a SteamVR overlay that stays put in your view and
shows dots at known head-relative directions; the gaze service runs it and
drives it (gaze/gazecheck.py):
- a one-dot quick check 3 s after the headset goes on, when our tracker asks
  for a click (reseat), at most every 2 minutes, and from Quick check on the
  Gaze page; five dots follow if the next 3 lessons are still over 2 degrees off
- the full calibration (the probe's three rounds, dark to bright) when gaze mode
  comes on without one, or from Calibrate; quitting it with still no calibration
  turns gaze mode off
Each dot takes the gaze once it has held still for 0.6 s; a left click or Meta+J
takes it at once, a right click or Meta+K closes the panel (the pointer helper
hides its dot and passes those presses on while "calpanel" lasts). Our tracker
gets clicks and its own calibration; SteamVR's gets lessons per eye, or a new
calibration.json.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:12:26 -06:00

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# Frametop settings, read by session/frametop-session.sh on the Frame.
# Installed to ~/.config/frametop.conf. Environment variables with an FT_ prefix override these.
BACKEND=screens # screens: ft-screens, each screen its own resolution and size (set in Frametop Display Settings,
# saved in ~/.config/frametop-layout.json) | gamescope: the old path, settings below
SCREENS=2 # gamescope: number of desktop screens (VR panels)
WIDTH=1920 # gamescope: pixels per screen (at most 1920x1080 worth)
HEIGHT=1080
PHYS_WIDTH=1.6 # gamescope: panel width in metres, docked
REMOTE=0 # 1 = serve the desktop's primary screen over VNC on the tailnet (port 5900; Frametop Remote Access, see README)
FLOAT_SLOTS=8 # screens backend: how many windows can float in VR at once (spare outputs; 0 turns it off; restart the desktop after a change)
FLOAT_MARGIN=300 # floating windows: pixels around each window on its output, so menus have room past its edges
POINTER=0 # 1 = the mouse drives the universal 3D pointer (ft_pointer driver) instead of a plain mouse
POINTER_SENSITIVITY=0.03 # degrees per mouse count
POINTER_IDLE=30 # seconds without mouse use before the controllers get their laser back
POINTER_WAKE_COUNTS=40 # mouse counts within 1 s needed to wake or re-claim the laser (ignores desk jitter)
POINTER_CONTROLLER_PICKUP=1 # how hard a controller must move (x 0.35 m/s or 2 rad/s, for 100 ms) to take the laser back; raise it if resting controllers do (0.5 to 5)
POINTER_DISTANCE=1.5 # metres to the cursor when it isn't on a panel
POINTER_CURSOR_DEG=0.4 # size of the free-space dot, in degrees
POINTER_ORIGIN_FRACTION=0.95 # laser starts this far along eye->cursor: its beam is a few cm, SteamVR's hit dot tiny
POINTER_LASER_WIDTH=0.8 # controller beam width (dashboard.laserRayWidthScale), set once at helper start
POINTER_ORIGIN_MARGIN=0.15 # the laser starts at least this far (m) in front of its target, so small floating controls stay hittable
POINTER_SCENE_RADIUS=0.5 # texture-less dashboard overlays (dock, window controls): hit radius (m) around their origin
POINTER_EDGE_REACH=0.3 # just off a panel, the cursor stays on its plane this far (m), to reach its resize edges and window controls
POINTER_IGNORE= # overlay keys the cursor passes through, comma-separated; vendor.app* covers an app (Frametop Input Settings > Ignored panels)
POINTER_FOLLOW=0 # 1 = the cursor follows your head on a leash (a mouse button mapped to Head follow on/off toggles it)
POINTER_LEASH_DEG=10 # head follow: how far (degrees) your head can turn before the cursor comes along; 0 locks it to your view
POINTER_LEASH_DELAY=0.2 # head follow: how long (s) your head has to stay past the leash, so a glance doesn't move the cursor
POINTER_LEASH_RETURN=0.2 # head follow: once it comes along, how quickly (s) the cursor settles back to its place in your view
POINTER_FOLLOW_REACH=70 # head follow: how far (degrees) from the middle of your view the mouse can move the cursor
POINTER_GAZE=0 # 1 = the pointer goes where you look, the mouse does the last bit (needs the gaze service: gaze/run.sh install)
POINTER_GAZE_RETAKE=5 # gaze mode: how far (degrees) you look away from the pointer before the gaze takes it back from the mouse
POINTER_GAZE_NUDGE_MAX=8 # gaze mode: a mouse nudge up to this far (degrees) before a click is learned as the eye tracker's error
POINTER_GAZE_HOLD=0.5 # gaze mode: a press held this long (s) without moving becomes a real press (to drag); moved or released sooner, it clicks where you let go
POINTER_GAZE_DOT=always # gaze mode: the dot shows all the time (always) | only while the mouse moves it (moving)
POINTER_GAZE_SHOW=1 # gaze mode, with POINTER_GAZE_DOT=moving: the dot shows this long (s) after the mouse moves it; also while a press is held, and a pulse per click
POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press, the mouse steers, the release clicks (precision) | clicks right away (direct)
POINTER_HEAD_DEADZONE=0.5 # keyboard clicks at the gaze (Meta+J, Meta+K): degrees the head turns before the held dot moves with it
POINTER_KEY_TAP=0.25 # keyboard clicks: let go within this (s) and it clicks where the dot was at the press, and tells the gaze tracker it was right
GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (gaze/tracker: its frame grabber needs gaze/tracker/install.sh; calibrated in the gaze probe with Own tracker)
GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice
HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells)
HANDS_CPUS=5,6,7 # hand tracking: the CPUs its model threads run on
HANDS_CAMERAS=auto # hand tracking: auto (by the light) | mono (the IR cameras; also keeps ft-camd off the colour ones) | color | all
HANDS_BRIGHT=all # hand tracking, auto: the cameras in bright light, all | color
HANDS_BRIGHT_ON=40 # hand tracking, auto: the colour frames' mean brightness (0-255) that counts as bright (a dim room reads about 9)
HANDS_BRIGHT_OFF=25 # ... and back to the mono cameras under this
HANDS_COLOR_LEFT=color_video0 # hand tracking: which colour camera is passthrough_left (hands/tools/check_color.py tells)
HANDS_COLOR_CROP=subtract # hand tracking: how the colour calibration's crop applies, subtract | none (check_color.py tells)
POINTER_HANDS=0 # 1 = pinches click (on the release; hold and move to nudge the pointer first) and grips press and drag, with hand tracking
POINTER_PINCH_GAIN=0.5 # hands: the pointer moves this times the pinching hand's angle (precision)
POINTER_PINCH_DEADZONE=1.5 # hands: degrees the pinching hand moves before the pointer does (a tap's jitter)
POINTER_GRIP_GAIN=1 # hands: the pointer moves this times the gripping hand's angle
POINTER_GRIP_BELOW=0.35 # hands: grips beginning more than this (m) below the eyes are ignored (hands on a desk)
POINTER_PINCH_TYPING=1 # hands: no pinch within this many seconds of a key (typing touches thumb to index)
META_DASHBOARD=0 # 1 = a Meta tap on a pass-through keyboard toggles the SteamVR dashboard (pointer mode only)
SHARE_KEYS=0 # 1 = keys of keyboards grabbed for the desktop also go to @frametop_keys, for hotkey tools (any local process can listen)
DISPLAY_OFF_MIN=0 # minutes without use before frametop-power turns the displays off, even if the headset seems worn (0 = never)
DISPLAY_MOVE_MM=5 # displays off: the headset or a controller moving this far (mm) within 10 s counts as use
DISPLAY_MOVE_DEG=0.5 # displays off: or turning this far (degrees) within 10 s
LAYOUT_GRAB_OFFSET=0.075 # arranging screens: where the floating window's grab bar is, in metres below the screen
LAYOUT_SLIDE_SPEED=0.5 # arranging screens: how fast the invisible controller slides a grabbed screen (m/s)