4 ms·
Fovea detector (2014)
- athenot 10y agoThe page says "Works better in full screen mode" but I find the opposite, as full screen just made everything bigger, therefore more detectable by non-fovea cells.
- dreamcompiler 10y agoNice!
- samsamoa 10y agoWhen I bring the screen closer to my face, the area where I can detect the movement becomes larger. Far away from my face, I can see only a few spinning. If this area corresponds to my fovea, wouldn't I expect the opposite? Perhaps larger spinners can be detected father away from the fovea?
- kozak 10y agoIf you move too far, the movement becomes too hard to detect even by the fovea.
- wildpeaks 10y agoAnother example: you can't see all dots at the same time: https://twitter.com/ValakhP/status/810554137867915266 https://twitter.com/ValakhP/status/810554137867915266 That's why foveated rendering done right is one of the next milestones for VR because you don't need to render the whole screen and everything at highest definition all the time.
- dr_zoidberg 10y agoIn my case, this image is a far better fovea detector than the propsed shader. For medical issues (high intraocular pressure), I'm used to doing field of view tests, where I have to spot very faint dots of light against uniform backgrounds, and over the years this has resulted in me being used to spotting small variations (either in brightness or movement) in the "outer" part of my FoV. Long story short, I don't see a sharp edge where the stars don't rotate in the shader, but on the "static" image I'm aware that there are dots that I'm not seeing (most I can get to see is 4 at a time by looking at the diagonal crossings).
- willvarfar 10y agoIf one of them is not moving, would it be noticeable?
- snerbles 10y agoIf it's in the center of your field of view, yes. Less so for those in your peripheral vision.