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Centre foveation on the player's gaze on headsets with eye tracking
With [vr] eye_tracked_foveation (on by default on the Steam Frame, off elsewhere) the runtime asks for XR_EXT_eye_gaze_interaction. When the system reports an eye tracker, OpenXRInput binds the gaze pose and locates it for each packet's display time, in the space the eye views are located in; vr/eye_gaze.h turns it into tangents of each eye's own view, which AuroraStereoFrame now carries (appended, after the existing prefix). Aurora centres the eye's fragment density map on the gaze snapped to a cell of two map texels (about 3 degrees). Each eye keeps up to 32 maps, one per cell looked at, so a glance back reuses its map; a new map is bound once its upload completes, and until then the eye keeps the map it had. Without a tracked gaze (a blink, no tracker, the setting off) foveation centres on the forward direction exactly as before: the forward maps are byte-identical. Also logs every extension the OpenXR runtime offers at startup, so the first Steam Frame session shows what SteamVR's Android runtime has. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019HBRGKTE1GnN2ah8gcZKr3
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@@ -68,6 +68,17 @@ int main() {
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Require(std::string_view(MKW_VR_REFRESH_RATE_DEFAULT_TEXT) == "0");
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#endif
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// [vr] eye_tracked_foveation: the foveation centre follows the gaze, on the Steam Frame by default.
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Require(Parse("[vr]\neye_tracked_foveation = true\n").vrEyeTrackedFoveation == true);
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Require(Parse("[vr]\neye_tracked_foveation = false\n").vrEyeTrackedFoveation == false);
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Require(!Parse("[vr]\neye_tracked_foveation = 1\n").vrEyeTrackedFoveation.has_value());
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Require(!Parse("[vr]\n").vrEyeTrackedFoveation.has_value());
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#if defined(MKW_HEADSET_STEAM_FRAME)
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Require(RuntimeConfigFile::kVrEyeTrackedFoveationDefault);
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#else
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Require(!RuntimeConfigFile::kVrEyeTrackedFoveationDefault);
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#endif
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// [vr] passthrough: Horizon OS's room view, which the Steam Frame build does not offer.
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Require(Parse("[vr]\npassthrough = false\n").vrPassthrough == false);
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Require(!Parse("[vr]\n").vrPassthrough.has_value());
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