
I hadn't heard about Almalence DLVR, and thanks to your comment I now found out that just last month they also released an open sourced eye tracking solution on GitHub. It promises the same aberrations and distortion compensation as their OpenXR plugin while only consuming 2% of the compute power on an XR2 Gen 2, so a lot less resource hungry than Meta's implementation on the Quest Pro, and therefore more suitable for mobile HMDs.
The (no longer supported) OpenXR plugin seems to mostly add eye tracked supersampling to what ETFR/DFR usually does. Kind of a logical extension to reducing the render resolution outside of the foveated area, using the gained compute to increase the perceived resolution inside the foveated area.


