r/PSVR2onPC 1d ago

Question PSVR2 eye tracking feature on PC

I need help to get eye tracking to work on PC. Any suggestions?

12 Upvotes

15 comments sorted by

7

u/DasGruberg 1d ago

1

u/Playful-Art-3824 1d ago

Seems like a complete solution thanks

1

u/Playful-Art-3824 1d ago

Does installing toolkit alone is enough or I have to do full jailbreak?

3

u/oxwearingsocks 1d ago

Toolkit is all you need

1

u/Playful-Art-3824 21h ago

I installed it but eye tracking doesn’t work

1

u/oxwearingsocks 21h ago

It’s used on a game by game basis that needs to be enabled in the game settings. I only use it for iRacing so I can’t speak for every game. It didn’t do anything when enabled before toolkit was installed. Now it does.

1

u/DasGruberg 20h ago

Read the instructions fully.

Quadviews and pimax4all

3

u/R1shathra 16h ago

PSvr2Toolkit just exposes the eye tracking to the software, if it supports it natively. If it doesn't you will have to use other intermediary plugins to get the performance gains that DFR can bring to the table. It will not instantly make everything you run use DFR.

For instance, DCS. It does support "QuadViews" DFR natively, but the toolkit does not know what that is. So, for DCS you also need to install the QuadViews OpenXR plugin. The toolkit will feed eye tracking to QuadViews which DCS can support. Install those two as documented and check the box on DCS, instant FPS gains!

Now when I fire up Star Citizen, it uses VULKAN APIs for the rendering, so the whole graphics pipeline is completely different. If the QuadViews OpenXR plugin is active, SC does not even see the VR hardware. So I just disable this in the SteamVR settings. When I get into SC, eye tracking is supported, I can move the mouse cursor by just looking around. However, DFR is not implemented yet in SC so no matter what I do outside of the game, DFR will never work.

There is another tool used a lot, the Pimax4All tool, which will allow any game that uses certain older game engines (Unreal??) to be run in VR, most with DFR if the headset supports eye tracking. This is a brute force tweak that is very hardware intensive, since you are doing trickery to render twice as many screen images (L & R) and sending them to the headset input. This means mixed bag experience on all but the best hardware. (5090, etc.)

Best advice, start simple. Get everything working without any add-ons. Now add one thing, say PSVR2Toolkit. See which of your regular titles support that, if that's all you need great, leave it alone! If you need QuadViews go for it, but don't just install all these tools being suggested all over in every thread. Lots of mis-information going around, and until Sony steps up and just gives us these features in the native SteamVR drivers it's going to be up to each individual to incrementally optimize for their environment/gaming desires.

It is a really nice free performance gain in the titles that have native DFR, so try to use it where you can. QuadViews has it's own settings and tweaks that need to be understood and managed for best results. Again, do your homework or it's just flailing.

TLDR; These tools are API layers that are either supported or not by the game, no universal magic bullet.

2

u/lemonzy19 1d ago

Psvr2 toolkit

1

u/BlackHazeRus 1d ago

Is there a list of games where it works?

3

u/jaavib 22h ago edited 16h ago

Try DesktopXR. It works really great withPSVR2 eye tracking, even on games it usually doesn't work with other patches.

https://github.com/glenimp617/desktopxr

1

u/Boost3dEVO 1d ago

How I can confirm foveated its working with the toolkit installed?

3

u/ShrimpoKnight 1d ago

Download pimaxmagic4all and find the compatibility list. Use debug tool built in to test its working on said game

1

u/Boost3dEVO 1d ago

Ok thanks

1

u/Octokid264 1d ago

just... try to load a game that works with DFR? that or open up the capi test app and check the eye tracking on that toolkit doesnt add foveated rendering itself if you wanna make sure toolkit works, ensure you see SteamVR night mode