We currently have two Fove 0 units and both work mostly as expected. We have developed our own media player for Fove using Unity, used in internal testing of different VR concepts. Development in Unity has been OK even though it requires some extra work compared to other VR headsets. The latest runtime Version 13 (with firmware version 51, latest Unity plugin) also fixed the most annoying feature with the "camera jumps". I.e. the motion sensors had a noticeable drift (~0.1 deg/s) and the position camera was compensating for this only during head rotation. Both the drift and the jumps are now almost gone with both of our units.
A challenge that remains is related to the gaze tracking implementation. As many users have noticed, Fove calibration is very sensitive to the movement of the headset. For example, a gentle pull of the HMDI/USB cable can move the headset only slightly but an ~5° error can be created by this miniature motion. We could easily integrate an automatic offset calibration into our player to fix this, as we actually know every now an then where the users are gazing at. However, Fove already seems to include a feature similar to this. When the headset moves relative to the face and the gaze vector is being offset as a result, the system automatically corrects for this when gaze is moved around the screen. I don't know how this "magic" works but especially gazing at the bottom of the screen seems to be the most efficient in this auto-correction. I would love this feature if it worked perfectly. However, it often requires unnatural oculomotor actions (very large eye movements) and seems to compensate even when there is no need to (no headset movement). Instead of the claimed ± 1° of RMSE, actual RMSE is more like ± 5° for us. Same functionality can be observed both with our Unity app and the example content.
I hope you get my point and this feature could be somehow fixed, or a possibility to disable the feature at will would be added. I understand this might be an integral part of the gaze tracking algorithms and will not be opened to the public. However the gaze tracking accuracy and drift in real use are the main issues why we are currently considering if we can continue using Fove's gaze tracking.
Thanks and good luck with the future developments!
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