diff --git a/FAQ.md b/FAQ.md
index 0dc4d07..557d2c0 100644
--- a/FAQ.md
+++ b/FAQ.md
@@ -22,7 +22,7 @@ The goal of the OpenXR Toolkit is to bring innovative features to the community
## Q: What headset does the OpenXR Toolkit work with?
-It works with any VR headset thanks to OpenXR. See [index#supported-headsets](supported headsets).
+It works with any VR headset thanks to OpenXR. See [supported headsets](index#supported-headsets).
## Q: What GPUs does the OpenXR Toolkit work with?
@@ -30,7 +30,7 @@ Any GPU that is compatible DirectX 11.
Yes, even the NVIDIA Image Scaling (NIS) will work on non-NVIDIA cards, and AMD's FSR will work on non-AMD cards.
-Foveated rendering requires additional support, see See [index#supported-graphics-cards](supported graphics cards).
+Foveated rendering requires additional support, see See [supported graphics cards](index#supported-graphics-cards).
## Q: Does the OpenXR Toolkit work with OpenGL or Vulkan.
@@ -38,7 +38,7 @@ No.
## Q: Will the OpenXR Toolkit work with other games like the ones from Steam?
-This software only works with OpenXR applications, not OpenVR not OVR applications. See [index#supported-applications](supported applications).
+This software only works with OpenXR applications, not OpenVR not OVR applications. See [supported applications](index#supported-applications)).
## Q: Do I need to uninstall the OpenXR Toolkit if a game is not compatible?
diff --git a/et.md b/et.md
index 63c0eb1..0da22a5 100644
--- a/et.md
+++ b/et.md
@@ -25,16 +25,15 @@ The use of Eye Tracking (ET) in conjunction with [Foveated Rendering](fr) (FR) c
**In addition to the requirements for your graphics card and headset, it must be possible for OpenXR Toolkit to distinguish when the application is rendering the left and right views. This is not possible for all applications, and therefore eye tracking might not be offered for all applications.** When not available, Fixed Foveated Rendering will still be offered as a fallback.
-Below is a table of games tested with eye-tracked foveated rendering:
+Below is a (non-exhaustive) table of games tested with eye-tracked foveated rendering:
| Game | Note |
| --- | --- |
-| Assetto Corsa Competizione | Requires [OpenComposite](opencomposite) |
-| Contractors | Requires to add `-hmd=openxr` to the command-line |
+| Assetto Corsa Competizione | Requires OpenComposite |
+| Contractors | Must start the game in OpenXR mode (`-hmd=openxr` parameter) |
| Fallout 4 VR | Requires OpenComposite |
-| Ghosts of Tabor | |
| Hubris | |
-| iRacing | Requires OpenXR mode |
+| iRacing | Must start the game in OpenXR mode |
| Microsoft Flight Simulator 2020 | |
| Pavlov VR (Beta) | |
| Praydog's UE4VR Injector | Mod is not yet released |
@@ -42,79 +41,127 @@ Below is a table of games tested with eye-tracked foveated rendering:
Most Unreal Engine games using OpenXR directly (not OpenVR) should work, since Unreal Engine uses a rendering technique that allows left and right eye to be identified at rendering time.
-### Considerations for Varjo
+For Digital Combat Simulator, check out [Quad-Views-Foveated](https://github.com/mbucchia/Quad-Views-Foveated/wiki) as an alternative to OpenXR Toolkit.
-**Varjo supports eye tracking for PC applications when using Varjo as the OpenXR runtime. If you are using SteamVR as the OpenXR runtime, this runtime cannot support eye tracking for PC applications.**
+### Considerations for Quest Pro
-You must toggle the _Allow eye tracking_ option from the _System_ tab of the Varjo Base software:
+#### Using Oculus OpenXR with Oculus Link
- Select Oculus as your OpenXR runtime.Click for details...
-
- This option must be enabled for OpenXR Toolkit to access the eye tracking data for its own implementation of Foveated Rendering.
+
+
+
- YOU MUST CREATE A DEVELOPER ACCOUNT.
-### Considerations for HP G2 Omnicept +- Open the Oculus application on your PC, then under 'Settings' -> 'Beta' make sure both 'Developer Runtime Features' and 'Eye tracking over Oculus Link' are toggled on.
+
- Open the Meta Quest app on your phone, then under 'Headset Settings' -> 'Developer Mode' make sure to 'Developer Mode' is toggled on.
+
- Ensure that eye tracking is enabled on your Quest Pro, and you have performed calibration. These settings can be found under 'Settings' -> 'Movement tracking'.
+
- YOU MUST USE VIRTUAL DESKTOP 1.29.3 OR HIGHER
+ +- Select VDXR as your OpenXR runtime.
+
- Ensure that eye tracking is enabled on your Quest Pro, and you have performed calibration. These settings can be found under 'Settings' -> 'Movement tracking'.
+
- Open the Virtual Desktop app and navigate to the 'Streaming' settings. Enable 'Forward face/eye tracking to PC'.
+
- Open the Varjo Base application on your PC then select Varjo as your OpenXR runtime.
+
- In the 'System tab', under 'Privacy', toggle 'Allow eye tracking' to on.
+
- Ensure that your eye tracker is calibrated. In the 'Headset' tab, under 'Foveated Rendering', make sure to select a method for using calibration..
+
- Select Windows Mixed Reality as your OpenXR runtime.
+
+
- Install the HP Omnicept Runtime.
+- From the HP Omnicept Tray, open the 'Settings' page, and under 'General' -> 'Omnicept Client Approval Settings', toggle the 'Require user approval for Omnicept clients using sensor data' to Off.
+
- Open the PimaxXR Control Center application on your PC then select PimaxXR runtime.
+
- Enable 'Allow use of the eye tracker'.
+
- Open the Pimax Play application on your PC then navigate to 'Device Settings'. In the 'Device' tab, make sure that 'Eye Tracking' is enabled and use the 'Calibration' button to perform the calibration if needed.
+
- Open the PimaxXR Control Center application on your PC then select PimaxXR runtime.
+
- Enable 'Allow use of the eye tracker'.
+
Download and install the 7invensun runtime, specifically the version modified by GuppyExpress. Follow the instructions to install and calibrate the eye tracker. _PimaxXR_ will automatically detect the Droolon Pi1 module once the 7invensun runtime is running.
+