Evaluation of Eye Tracking Signal Quality for Virtual Reality Applications: A Case Study in the Meta Quest Pro
Samantha Aziz, Dillon J Lohr, Lee Friedman, Oleg Komogortsev
TL;DR
This study tackles assessing eye-tracking signal quality in VR by evaluating the Meta Quest Pro across 78 participants, reporting spatial accuracy, spatial precision, and linearity under controlled luminance and slippage conditions. It introduces a practical, user-centric evaluation framework using user percentiles (U) and error percentiles within users (E), enabling design guidance that accounts for both population-wide coverage and individual variability. Key findings show the device is largely robust to luminance changes but sensitive to headset slippage, especially for high-percentile users, highlighting the need for slippage-robust gaze estimation and interface designs that accommodate worst-case performance. Overall, the work provides concrete design implications for gaze-based interaction and foveated rendering in VR, improving usability and accessibility across a broad user base.
Abstract
We present an extensive, in-depth analysis of the eye tracking capabilities of the Meta Quest Pro virtual reality headset using a dataset of eye movement recordings collected from 78 participants. In addition to presenting classical signal quality metrics--spatial accuracy, spatial precision and linearity--in ideal settings, we also study the impact of background luminance and headset slippage on device performance. We additionally present a user-centered analysis of eye tracking signal quality, where we highlight the potential differences in user experience as a function of device performance. This work contributes to a growing understanding of eye tracking signal quality in virtual reality headsets, where the performance of applications such as gaze-based interaction, foveated rendering, and social gaze are directly dependent on the quality of eye tracking signal.
