Quick answer: Use the latest eye-tracking pose with the runtime's predicted display time and reduce smoothing so the gaze ray keeps up with quick eye movement.

Eye tracking drives gaze pointers and gaze-based foveation, but eyes move in fast jumps. If you sample old poses or apply heavy smoothing meant for head tracking, the pointer visibly trails the gaze. Using fresh, time-correct samples with light smoothing keeps the pointer locked to the eye.

How to fix it

1. Use predicted display time

Query the eye-tracking pose for the frame's predicted display time so the gaze ray matches when the frame is shown, not when it was sampled.

2. Reduce smoothing

Lower the smoothing on the gaze direction; saccades are fast, so aggressive filtering that suits head tracking introduces visible lag.

3. Validate confidence

Only act on gaze samples flagged valid/high-confidence and hold the last good direction during blinks rather than snapping to a stale ray.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.