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by riggsdk
1960 days ago
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It greatly depends on the techniques used for rendering. Current rendering engines are focusing on pixel perfection at every part of the screen as they don't know where you are looking. More and more games use a hybrid between path/raytraced effects and other shader effects that could benefit from knowing where the viewer is actually looking.
Especially raytracing can get huge speedups from sampling less rays: https://www.peterstefek.me/focused-render.html Nvidia has researched in temporarally stable resoultion reduction at the edges (needed or you'll notice flickers in the blurring) as well as enhancing contrast which the eye is more sensitive to in the peripheral vision than sharp details. Put a lot more research into this as well as proper support in the major 3D game engines and we have a winner. |
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Current lenses have quite a pronounced sweetspot in the centre of the vision so high resolution is wasted at the edges.
"fixed foveated rendering" is supported with Oculus and implemented directly in some games to reduce resolution at the edges just without eye-tracking so you can notice it if you move your eyes instead of your head. There is also "dynamic fixed foveated rendering" to ramp up/down for the current rendering load.