4 ms·
Consider foveation as well — only a small part of that is truly in “focus”. Some up and coming be glasses take this into account and expend lesser resources on
by pen2l 8y ago
Consider foveation as well — only a small part of that is truly in “focus”.
Some up and coming be glasses take this into account and expend lesser resources on the part that’s outside the important part (they don’t render that part in a high resolution, so it’s left blurry, which is actually how our eyes work anyway)
- Filligree 8y agoThat only really works when combined with low-latency eye tracking. Yes, whatever we don't look directly at is really blurry, but our eyes move. On the other hand, eye tracking is just about ready already. I've heard Google is working on a VR system using foveated rendering with tracking.
- jobigoud 8y agoIt's already implemented in the StarVR headset (which has 210° FOV) using Tobii eye tracking tech. They had a working demo at Siggraph a couple weeks ago.
- pen2l 8y agoIt’s crazy unbelievable how low-latency Tobii’s eye tracking is Even their consumer grade 4c is extremely impressive. It has neat uses for simple desktop usage. For the handicapped folks it’s an absolute boon
- mncharity 8y ago> It’s crazy unbelievable how low-latency Tobii’s eye tracking is Tobii uses cameras at 60 or 120 Hz, so >8 ms. It's the mature but old and limited tech. MEMS-based tracking is faster. During a saccade, you've the samples to predict where the eye is going to end up fixated, 20 ms before it happens.[1] GGP> but our eyes move. Slowwwwwlllyyyy. ;) [1] https://www.youtube.com/watch?v=uUAxVhZQs-o https://www.youtube.com/watch?v=uUAxVhZQs-o
- FrojoS 8y agoNot important. Rendering performance is not what limits the FOV. It’s the display technology.
- mncharity 8y ago> Consider foveation as well — only a small part of that is truly in “focus”. Here's an optical illusion which illustrates how surprisingly tiny your fovea's FOV is: https://www.shadertoy.com/view/4dsXzM https://www.shadertoy.com/view/4dsXzM .