Now I do remember reading Ralfs comment that the foveated rendering isn’t really useful with Vorpx (doesn’t give any performance boost really), but the thing that did work wonders was the CAS sharpening that
On top of that, the 1660’s are Turing, and have the Variable Rate Shading that Vive’s using for their foveated rendering with the Vive Pro Eye. Valve hasn’t announced eye tracking, but other headsets like Pimax are also coming out with it. It would be better to upgrade with the ...
Even foveated rendering is not gonna be the solution, it might really help a bit but it will still have people bitch about it, especially in the beginning when eyetracking is still not keeping up with the movement of the eyes, and fixed foveated rendering isn’t something you want. ...
The Valve Index offers the lowest resolution at 1600 x 1440 pixels per eye, outdone by the Quest 2’s 1832 x 1920 resolution. Related: Why 2021's Biggest VR Announcements Are PS2 Games In terms of field of view, an important factor in VR gaming especially, the Valve Index comes out on...
Foveated rendering with eye tracking sounds fantastic, and if all you say is accurate it sounds like it probably won’t be terribly long until we see consumer grade HMD’s finally getting it. As for Index, maybe they’ll be able to sell an add-on down the road when the time is right...
It’s going to take some unheard of combination of foveated rendering, motion smoothing, and upscaling to make PCVR games work “as is” on an in-headset processing unit. CaryMGVR And fairy dust. Don’t forget fairy dust. Ad there is a big difference between “used primarily for edge...
But, PSVR 2 also has eye-tracking which Index does not. That means it’s possible to implement eye-tracked foveated rendering to reduce the number of pixels drawn for each eyewithoutreducing visual quality. Valve might need to build eye-tracked foveated rendering into its Source 2 engine...