4 ms·
Games can get away with claiming "4K" and "8K" through clever rendering. Only some parts of the screen need to be rendered at a higher resolution at any given t
by mooman219 7y ago
Games can get away with claiming "4K" and "8K" through clever rendering. Only some parts of the screen need to be rendered at a higher resolution at any given time. Tomb Raider shows this off a bit. When geometry is far away and DOF blurs it, it's also being rendered at a lower resolution. It's like how the human eye doesn't gave a strict "resolution", but instead has higher acuity at different spots of your vision.
- mikeash 7y agoI wonder how much of a speedup you could get by doing eye tracking and only rendering high quality for the area within the fovea.
- marwatk 7y agoAbout 20x but we're not quite there yet. https://youtu.be/WtAPUsGld4o https://youtu.be/WtAPUsGld4o
- jtms 7y agoThat is an amazing concept - hopefully this can soon become reality
- intruder 7y agoI did a very primitive version of this for rendering shadows for my master thesis. It sucked because of my poor accuracy eye tracker (self built) and because my approach was very naive. Participants perceived jumps in shadow quality much harsher than lower resolution shadows. It saved a lot of memory though, that was nice. Microsoft has a great paper on more general foveated rendering.