4 ms·
You also don't need to render at full resolution. A significant benefit of higher res VR displays is not being able to physically see the pixels / screen door
by mbell 9y ago
You also don't need to render at full resolution.
A significant benefit of higher res VR displays is not being able to physically see the pixels / screen door effect of the screen. You still get this benefit by rendering at a lower resolution and upscaling to the display resolution. Certainly you will be able to see 'render pixels', but that's a much less significant problem and just reduces the realism of the scene.
- remcob 9y agoIf you add eye/focus tracking you can selectively render the part in focus in a higher resolution and use lower resolution for peripheral vision. The end result is that you are rendering at exactly the bandwidth that the human eye can handle, which is optimal and probably not that high. Going forwards, this is IMHO where the real optimization gains are.
- piracykills 9y agoThat's a really interesting idea, but can you imagine how incredibly annoying it would be if there were any level of latency? Seems like even a few 10s of milliseconds of latency would make that rather horrible. Especially considering how fast your eyes can dart around a screen, could we even do that today?
- knodi123 9y agoI dunno. There are a lot of flaws in your visual perception as it is (blind spot, nose hiding, differences in light/dark/color sensitivity based on location in FOV, etc). The brain corrects for things like that automatically. Might work just as well here.