For most Steam Frame owners, leave eye tracking at its default behavior. The one clearly documented consumer adjustment is an accessibility option: enable Show advanced settings, then open SteamVR > VR Settings > General and turn on Track Dominant Eye Only if using one eye as the more reliable tracking reference.
Valve describes Steam Frame’s eye tracking primarily as the input for Foveated Streaming, which directs higher-quality streamed pixels toward your gaze. Valve’s current consumer-facing material does not document a universal calibration routine or a best foveation-strength value. Developer controls in Unreal Engine are separate project settings and should not be treated as headset-owner menu options.
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What you should change first
Your best setting depends on why you are changing it. There are three distinct cases, and mixing them leads to bad advice:
- Accessibility: use Track Dominant Eye Only when one eye provides a more dependable reference.
- Normal streamed VR: start with the default eye-tracking behavior. It supplies gaze data for Foveated Streaming, but Valve does not publish a universal consumer calibration sequence or slider value.
- Unreal development: tune eye-tracked variable-rate shading (VRS) in the application project. These variables affect a game build, not the SteamVR settings of a headset owner.
The practical answer is therefore conservative: change the dominant-eye option only when you have an accessibility reason, and do not hunt for a “perfect” foveation number that Valve has not defined for all users.
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How Steam Frame uses eye tracking
Two cameras provide the tracking input
Valve’s Steam Frame product description says the headset has two interior cameras for eye tracking and foveated streaming. The cameras supply low-latency gaze data, allowing the streaming system to concentrate detail where you are looking.
Foveated Streaming is mainly a streamed-content feature
Valve characterizes Steam Frame as a standalone headset designed primarily for low-latency streaming from a PC, while also supporting standalone VR and non-VR experiences. Foveated Streaming advice applies to the streamed path; it should not automatically be applied to every standalone rendering path.
Valve says Foveated Streaming “typically offers over a 10x improvement in image quality and effective bandwidth.” That is a claim from Valve’s product page, not an independently verified benchmark. It describes the potential benefit of directing stream quality toward your gaze, not a guaranteed result for every game, network, face shape, or software version.
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Menu path
- Open SteamVR settings on the Steam Frame system.
- Enable Show advanced settings if the full settings list is hidden.
- Go to VR Settings > General.
- Find Track Dominant Eye Only and enable it when you want tracking to use one eye as the reference.
This is the only clearly named end-user eye-tracking adjustment identified in Valve’s official Steam Hardware material. Use it as an option to try, not as a guaranteed treatment. Valve does not specify every supported condition or promise that it will resolve tracking problems associated with monocular vision, amblyopia, nystagmus, or intermittent eye-tracking loss.
When this option makes sense
- One eye consistently produces a more reliable gaze signal than the other.
- Your accessibility setup makes binocular tracking difficult or inconsistent.
- Tracking appears stable when attention is centered on the preferred eye but less stable when both eyes are used.
If none of those situations applies, changing the option is unlikely to be an automatic quality upgrade. Keep the default behavior and evaluate whether Foveated Streaming is working as expected.
What to do for ordinary foveated streaming
Start from defaults
For routine use, there is no Valve-published consumer setting that universally improves eye-tracked streaming. The reviewed product information explains what the feature does, but it does not provide a required calibration routine, a glasses-specific adjustment, a lighting prescription, or a recommended foveation-strength slider value.
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That means you should not assume that a missing calibration screen indicates a fault, and you should not invent a menu path based on developer documentation. If your image quality seems wrong, first establish whether the feature and setting are available in your installed software.
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Check software versions and release channel
- Record the SteamVR version shown by your installation.
- Record the SteamOS version running on the headset.
- Check whether you are using a stable or beta release channel.
- Compare the available settings with the labels above, especially Track Dominant Eye Only.
Valve’s current SteamVR release notes say that exposing Steam Frame eye-openness data through OSC requires SteamOS 0.4.3 or newer. This requirement concerns OSC eye-openness data, not a consumer calibration control. It does not establish that every owner is on SteamOS 0.4.3, nor that the capability is in the stable channel for everyone. Verify the version and channel before treating the release-note requirement as applicable to your installation.
If tracking appears inaccurate
Use a narrow troubleshooting sequence rather than changing unrelated rendering variables:
- Confirm that the headset and SteamVR are running the versions you intend to use.
- Check whether Show advanced settings is enabled and whether the documented dominant-eye option is present.
- If one eye is clearly more reliable, try Track Dominant Eye Only and compare behavior in the same scene.
- Test streamed content separately from standalone content, because Foveated Streaming is a streaming-path feature.
- Do not claim that recalibration is required unless a current Valve support page for your software version explicitly provides that procedure.
The official material reviewed for this question does not establish a general eye-tracking calibration workflow. Current user-facing controls may vary by software channel, and the absence of a documented procedure is not proof that no internal or future calibration tool exists.
Consumer settings versus developer controls
Steamworks documentation for Unreal describes eye-tracked VRS in terms of application implementation. It distinguishes runtime-provided VRS from a legacy, application-driven Fragment Density Map approach. Valve recommends runtime-provided VRS for most projects; developers who need to hand-tune the map can use the legacy path.
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Those controls belong in an Unreal project’s configuration and testing workflow. They are not SteamVR menu settings that a headset owner should change to repair gaze tracking or improve a particular game.
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Legacy foveation levels in Unreal
The documented legacy variable is xr.VRS.SteamFrame.FoveationLevel. Valve describes the active levels as follows:
| Value | Documented effect | Who should use it |
|---|---|---|
3 |
Highest overall image quality and worst performance among the active levels. | Developers evaluating the quality end of the trade-off. |
0 |
Lowest overall image quality and maximum performance. | Developers evaluating the performance end of the trade-off. |
-1 |
Disables foveation. | Developers isolating a rendering issue or testing a non-foveated baseline. |
These values do not represent a universal “best” setting for Steam Frame owners. Setting a console variable in a game build cannot substitute for headset eye-tracking configuration, and changing it may alter performance or image quality in ways that depend on the application.
Runtime VRS and legacy Fragment Density Maps
Valve recommends runtime-provided VRS for most Unreal projects. The legacy application-driven map is available when a team needs direct control over the foveation pattern. For Unreal Engine 5.5 or later, the Steamworks guide documents additional project configuration switches. The guide also notes that its dynamic-foveation variable is currently unimplemented and warns that VRS has compatibility constraints with dynamic resolution.
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Those notes matter to developers deciding how to build and test a game. They do not create extra owner-facing eye-tracking controls in SteamVR.
A decision table for Steam Frame owners
| Your situation | Setting or action | What the official material supports |
|---|---|---|
| One eye is a more dependable tracking reference | Enable Show advanced settings > VR Settings > General > Track Dominant Eye Only. | Valve documents this as an accessibility option. |
| Normal PC streaming | Leave eye tracking at its default behavior and use Foveated Streaming. | Gaze data directs higher-quality streamed pixels toward where you look. |
| You want a calibration menu | Check your installed SteamVR and SteamOS versions and release channel. | No universal consumer calibration procedure is documented in the reviewed official sources. |
| You are building an Unreal game | Use runtime-provided VRS unless you have a reason to tune the legacy map; evaluate xr.VRS.SteamFrame.FoveationLevel in the project. |
These are developer project settings, not headset-owner controls. |
| You need OSC eye-openness data | Check whether SteamOS is 0.4.3 or newer and confirm the release channel. | The requirement is scoped to OSC eye-openness exposure. |
Common mistakes to avoid
Looking for a universal foveation slider
Valve’s product page explains the benefit of gaze-directed streaming but does not establish one foveation-strength value that suits every owner. Network conditions, application behavior, and software versions can affect the result. A developer’s VRS level is not a consumer slider.
Confusing OSC eye openness with calibration
OSC eye-openness exposure is a data interface. The SteamOS 0.4.3 requirement in the release notes tells you about compatibility for that interface; it does not tell you to recalibrate the cameras or change a rendering-quality setting.
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Applying standalone advice to streamed content, or vice versa
Foveated Streaming targets the streamed video path. Steam Frame also supports standalone VR and non-VR experiences, so an issue seen in one mode does not automatically diagnose the other.
Editing developer variables as an owner
Commands such as xr.VRS.SteamFrame.FoveationLevel belong to an Unreal project. They can change a developer’s rendering trade-off, but they are not a supported general remedy for a headset’s eye-tracking behavior.
What to report when the setting is missing
If Track Dominant Eye Only does not appear, document the exact SteamVR version, SteamOS version, and release channel before seeking support. Also note whether Show advanced settings is enabled and whether the issue occurs in streamed content, standalone content, or both.
That information separates a version or channel difference from an eye-tracking failure. Because Valve’s announcement does not expose a minimum version for the accessibility option, do not infer one from the OSC requirement or from Unreal documentation.
Bottom line for the setting choice
Change Track Dominant Eye Only when you need a single-eye accessibility reference. Otherwise, keep the headset’s eye-tracking behavior at its default and let Foveated Streaming use gaze data for streamed content. Verify SteamVR and SteamOS versions when a control is absent, and keep Unreal VRS variables in the developer project where they belong.
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