Bring Back the Quest Pro Eye Tracking Build
Kazy
We know it incurs a performance loss, but to many of us, we feel it's worth it to be able to be more expressive, especially on native Quest harder where there's no other solution to have eye tracking.
If need be, have it in a closed beta branch that you need to agree to additional terms (basically say "you know this will cause performance loss and we will not be responsible for that") to join.
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ohsnaplol
Just wanted to leave my two cents and say I miss this feature too!! 😭
Tony Benson
This was amazing and that way you don’t have to change into a taller avatar
_That Guy_
Dang. I was prepping for some travel and popped on to test out the Quest versions of my avatars. If I could make a suggestion, please remove the eye tracking options from the Quest Big Menu... OR, when the user selects "show debugging" stuff for eye tracking, put text in the debug window that states "Eye tracking is inoperable on standalone". Also, removing or updating this page, https://docs.vrchat.com/docs/quest-pro-eye-tracking, could help those that are trying to work through the problems on their own, before heading to support forums/bug reporting.
Tupper - VRChat Head of Community
Unfortunately, adding on an additional build is not zero-cost. It takes time for us to maintain that build.
The issues and problems with the Quest eyetracking software was not the only reason it was pulled. In addition to other problems, it saw
very
little engagement, and the developmental costs outweighed the benefits of maintaining it for now.It will return at a later date.
Kazy
Tupper - VRChat Head of Community: Thanks for the response. Definitely understandable that it had very little engagement, I actually couldn't use myself it because of an ongoing bug with my Meta account that wouldn't let me switch builds. I was currently in the middle of a ticket with Meta to try to get it fixed.
Anthracite
Tupper - VRChat Head of Community: I do hope the development team reconsiders the "indefinite" removal and the benefit vs cost breakdown.
As a personal story, getting eye and face tracking was the whole reason to get a Quest Pro headset, and while it absolutely rocks for VRC as a wireless social VR headset, one of the awesome value-adds to justify its cost was the ability to do standalone while still being able to leverage one of the most important aspects of social dynamics; eye contact!
I personally think it's more important to have eye tracking than face tracking, and while I do spend most time on PCVR, I did use standalone and the ability to use it for travel or conventions was a major selling point.
I do understand that it's a difficult decision but I do genuinely hope this point is reconsidered!
Ryke ラィク
Tupper - VRChat Head of Community: I've seen eye-tracking bring about an amazing euphoria for the enthusiasts who use it, as the degree of social immersion it provides is astonishingly high. To enable that happiness, I'd hope the team can reconsider this decision! ♪
Tupper - VRChat Head of Community
Ryke ラィク Anthracite: Absolutely agreed on all points. I do want to make it crystal clear that this is the eyetracking mode for
standalone
Quest Pro, as in, running VRChat on the Quest Pro's hardware and using the eyetracking natively without connecting to a PC.You can still do eyetracking via OSC using the Quest Pro connected to PC, which is what the vaaaaaaaaaast majority of users employing this tech do.
If I could put more "aaaa"s in that word without being annoying to illustrate how many more users I'm talking about, I would. 😅
Kazy
Tupper - VRChat Head of Community: It's just a very nice to have when traveling with our Quest Pro's :P
Davilos
Tupper - VRChat Head of Community: Meanwhile there’s me, the VR enthusiast that plays on Quest standalone 90% of the time in the group of 3 users who actually used the feature. I do hope it comes back soon because I have pretty frequent problems getting it to work with OSC!