5 ms·
and as mentioned in the article it’s a common technique that all vr headsets are already doing
by thefreeman 6y ago
and as mentioned in the article it’s a common technique that all vr headsets are already doing
- wruza 6y agoReally? The article says “well-known method”, not “all vr headsets already doing”. From what I can find, DeepFovea and others were only work in progress (summer 2020) at best, in contrast to mainstream tech. Is there more info on that?
- slimsag 6y agoI don't think most support foveated rendering, currently. But there are consumed ones available / becoming available: * HP Reverb G2 Omnicept Edition * HTC Vive Pro Eye
- Const-me 6y agoJust because they track eyes doesn't mean they gonna use it for rendering. That's probably for input.
- slimsag 6y agoDirectly from the HP product page: "NVIDIA VR Ready Quadro or GeForce Turing based GPU required for foveated rendering. For developers, Unity foveated rendering plug-in and run-time are also required and available from the Unity Store or HP Developer Portal"
- Const-me 6y agoNobody does that and it's not possible due to GPU latency. Eyeballs rotate very fast, up to 1000°/s. Fovea has just under 1° of high resolution. You gonna need to render 1000 FPS with 1 frame of latency to catch up. GPUs can't do that. They evolved for decades optimizing for throughput at 60Hz, not latency at 1000Hz.
- MaxikCZ 6y agoIIRC snappy eye movement makes us essentialy blind not only during the movement itself, but for a brief time after the eye settles also. Foveated rendering (where IR cameras look where pupils are looking, passing this info to PC and the frames rendering with high detail only in that spot) was already demonstrated to be working well and fast enough to not be noticable. It is not present in any consumer VR headset, and the software side is also not yet plug&play