Commercial Video See-Through Augmented Reality (VST AR) head-mounted displays (HMDs) increasingly combine eye tracking, foveated rendering, and camera-based focus mechanisms. We evaluate two commercial VST AR HMDs with/without autofocus VST cameras in a within-subjects study to identify their effect on 3D interaction. Participants performed an ISO 9241-411 pointing task under three depth conditions: no vergence-accommodation conflict (No VAC), constant VAC, and varying VAC. Our results show that both HMDs had a weak Fitts' law fit in the No VAC and Varying VAC conditions, suggesting that angular task difficulty alone does not fully explain pointing performance in gaze-contingent VST AR systems.