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The dynamic gaze example really convinced me that eye tracking will be necessary for immersive VR. If you can achieve a 1+ order of magnitude improvement in ren
by hwbehrens 7y ago
The dynamic gaze example really convinced me that eye tracking will be necessary for immersive VR. If you can achieve a 1+ order of magnitude improvement in rendering performance with no noticeable loss in quality... it would be very difficult to leave that on the table.
- pygy_ 7y agoYou can also use a lower frame rate for the foveal input. What peripheral vision losses in spatial resolution, it wins back in time.
- _carl_jung 7y agoNot necessarily. The "lower framerate" in our fovea is not represented as a stuttering sequence of frames, but a blurry and smooth flow. Simply using a lower framerate would still be noticeable. Unless you could engineer a display technology that could do this.