Forum Discussion
hermione.2022
3 years agoHonored Guest
Can Quest Pro Eye Tracking data be accessed on a PC?
I’d really like to make use of the eye tracking provided by the Quest Pro. I was wondering if eye tracking data can be accessed by on a PC? Also would the data be in the csv format? I would like to know if we can access streaming eye tracking data?
6 Replies
- hkbae55Honored Guest
I'd like to get the eye-tracking data as well. Can we get the heatmap data as well if no statistical data is available?
- HJS723Explorer
A year later, I'm thinking about this. Has the problem been resolved?
I feel much the same. Not having access to raw eye tracking data as you do from Tobii was a real disappointment for me when I got my QuestPro. It just feels that it's primarily intended for animating your avatar's eyes. You can of course cast a ray out from the eye transforms and use that (Dilmer Valecillos has a tutorial on the set-up: https://www.youtube.com/watch?v=ZoySn7QlMfQ&t=280s)
I've been playing around with this Unity asset to give me a volumetric heatmap of what the player looks at in the environment https://assetstore.unity.com/packages/tools/utilities/volumetric-heatmap-247453 but because Raycasts are essentially physics based (i.e. collisions with objects in the environment), it's not really the same as getting a heatmap from the render buffer.
As a side note, it's also worth mentioning that Eye Tracking does also make possible Eye Tracked Dynamic Foveated Rendering, which is a prety great feature: https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/- HJS723ExplorerThank you for the good information.Although eye tracking is important for virtual space researchers, Quest Pro lacks a lot of information even though it is equipped with important functions.
You know my gut feeling is that it's all there. It's just that Meta's engineers have chosen not to expose it. Eye tracked Dynamic Foveated Rendering wouldn't be possible without more low level data (which is why it came to mind). Sadly with Quest3 not having eye tracking (understandably for cost reasons) I think that domain will remain unexplored for a while yet, at least on the meta platform.
- stomprocketHonored Guest
This is something that my company's software has accessed by directly interfacing with the Meta SDK using our own engine (not Unity or Unreal). This allows to save all the raw eye tracking data (combined and individual eye), as well as perform calculations such as fixations, saccades, dwell time, etc. This can then be visualized as heatmaps, scan paths, etc. and saved as .csv. This is designed primarily for research use cases and also includes access to the passthrough, face tracking, body tracking, hand tracking. There is a demo available if interested. https://www.worldviz.com/virtual-reality-experiment-generator-for-research
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