This is what I realized is uncomfortable about camera on group meetings in teams - I can't mute other people's video, and so it feels intensely weird to have a wall of people staring blankly at you.
you can switch to another tab, use a miniplayer, in some apps u can focus one person's screen and if you choose someone who has a static avatar up you'll barely see other people's faces.
The nuclear option is to install PowerToys [0] and put something always on top (im a fan of the hotkey winkey+space to toggle always-on-top on and off) in the exact position of the other video feeds. notepad or something.
Interesting. The issue occurs because I have WebGL disabled, causing the createShader function you're using to throw an error. You can reproduce this by going to chrome://settings, disabling "Use hardware acceleration when available," refreshing the page, and then triggering the same error.
or the occasional look away? (for which there appears to be a feature for that)
> Look Away: enable_look_away helps create a more natural look by allowing the eyes to look away randomly from the camera when speaking
I expect both to be different: while saccades do happen when occasionally looking _away_ from a person, they also happen when looking _directly at_ one person because we don't constantly stare at a very specific unique and precise point on their face.
For the demo video, try enable_look_away = true, look_away_offset_max = 10, look_away_interval_min = 1 and look_away_interval_range = 1 (then submit), which from the result I got should really be the default for a more natural result.
There are other implementations that do a better job, such as Apple and Google's. They also are less willing to correct eye contact when it's "out of range" so to speak.