Foveated rendering: Difference between revisions
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'''Advantages:''' | '''Advantages:''' | ||
* '''Maximum Performance:''' ETFR allows for much more aggressive | * '''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 | * '''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. | ||