4 ms·
I would think it's actually harder to do eye tracked foveated rendering than motion tracking. They're not identical problems. Motion tracking is a feature, f
by jayd16 4y ago
I would think it's actually harder to do eye tracked foveated rendering than motion tracking. They're not identical problems. Motion tracking is a feature, foveated rendering is an optimization that needs to significantly beat the naive approach of fixed foveated rendering.
Part of the problem is you can throw everything you have at motion tracking. You can over render and then use the end of frame head position to space/time warp to adjust the render the display gets, maybe throwing away some of the edges.
For foveated rendering, you need to know what to render at the START of the frame before you render it, there can't be any waste, and we're only talking about a thin band of rendering gain IF the user is not looking forward. I would assume the focal point can change faster because you're at least dealing with the head movement + eye movement, so it's even more work that needs to catch up at the end of the frame.
I really do not think foveated rendering is easier than head tracking. If it was, we would see more of it. Dynamic foveation is really only just now coming to headsets.