4 ms·
Nobody 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
by Const-me 6y ago
Nobody 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