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by dcudjejxice 3402 days ago
Rendering for VR currently is more intensive due to the high frame rate and double-rendering (once for each eye).However no one renders a 360 sphere and single-pass stereo rendering is already possible which does the cpu-side rendering for both eyes together. [1] Still, at present, VR rendering is way more intensive than regular rendering and it hasn't yet benefited from decades of optimization work like regular rendering.

The parent post is probably referring to foveated rendering - a research technique which uses eye-tracking to render most of the screen in low quality and areas being looked at in higher quality. (Real vision is perceived something like this - try reading text that isnt in the center of your gaze.) You can do foveated rendering better for a close screen so eventually it's possible that the quality of VR rendering will surpass regular rendering.

[1] docs.unity3d.com/Manual/SinglePassStereoRendering.html