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Foveated rendering: Difference between revisions

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'''Advantages:'''
'''Advantages:'''
* '''Maximum Performance:''' ETFR allows for much more aggressive foveation—a smaller foveal region and a more significant quality reduction in the periphery—resulting in substantially greater performance and power savings.<ref name="VRX_FR_Types" /><ref name="PicoUnrealOpenXR" />
* '''Maximum Performance:''' ETFR allows for much more aggressive foveation, a smaller foveal region and a more significant quality reduction in the periphery, resulting in substantially greater performance and power savings.<ref name="VRX_FR_Types" /><ref name="PicoUnrealOpenXR" />
* '''Perceptually Seamless:''' When implemented with low latency, the effect is imperceptible to the user.<ref name="VarjoWhatIs" />
* '''Perceptually Seamless:''' When implemented with low latency, the effect is imperceptible to the user.<ref name="VarjoWhatIs" />


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=== Hardware Limitations ===
=== Hardware Limitations ===


* '''Mobile vs Desktop Performance:''' Mobile GPU architectures see smaller benefits than console/desktop GPUs—Quest Pro achieves 33-45% savings while PSVR2 reaches 72%.<ref name="uploadvr2022" /><ref name="unity2023" />
* '''Mobile vs Desktop Performance:''' Mobile GPU architectures see smaller benefits than console/desktop GPUs, Quest Pro achieves 33-45% savings while PSVR2 reaches 72%.<ref name="uploadvr2022" /><ref name="unity2023" />
* '''Cost and Complexity:''' Eye-tracking hardware increases headset cost, weight, and power consumption.
* '''Cost and Complexity:''' Eye-tracking hardware increases headset cost, weight, and power consumption.
* '''Calibration Requirements:''' Individual calibration typically required for each user to map eye movements accurately.
* '''Calibration Requirements:''' Individual calibration typically required for each user to map eye movements accurately.