  We present an extensive, in-depth analysis of the eye tracking capabilities
of the Meta Quest Pro virtual reality headset using a dataset of eye movement
recordings collected from 78 participants. In addition to presenting classical
signal quality metrics--spatial accuracy, spatial precision and linearity--in
ideal settings, we also study the impact of background luminance and headset
slippage on device performance. We additionally present a user-centered
analysis of eye tracking signal quality, where we highlight the potential
differences in user experience as a function of device performance. This work
contributes to a growing understanding of eye tracking signal quality in
virtual reality headsets, where the performance of applications such as
gaze-based interaction, foveated rendering, and social gaze are directly
dependent on the quality of eye tracking signal.
