Wouldn’t fixed Foveated Rendering help a lot?


#1

And can it run on any game? Is it possible to do it that way?


#2

Not sure that this will answer the question, but it look pimax have a plan about it.

Planned to be supported by Pimax exclusive SDK in the future.
fix foveated rendering and other new techs from VR works or LiquidVR.
60Hz*2 for BrainWrap in the future, we’re trying.

http://forum.pimaxvr.com/t/about-60-70-performance-improved-on-rtx2080ti/9072/94?u=bubbleball

VR works by Nvidia
LiquidVR by AMD.


#3

most efficient implementation are the one made in the engine itself. so developers need to implement it.
driver level implementation were not saving enough for the 100 FoV generation, not sure if 150 FOV change that.


#4

Good question. Also would it work if you wear glasses?


#5

Why would glasses affect fixed foveated rendering? If anything glasses wearers would be easier to benefit because the outside edges are already blurry so there is no need to fully render the whole FOV at hi res


#6

im curious where this pimax exclusive sdk would be supposed to fit in a game development pipeline and why anyone would implement it.


#7

I would hope that by SDK they are referring to their own PiTool system and that it would be designed to automatically work on games. If it were something that had to be specially supported within a game’s development pipeline then it would be worthless because it wouldn’t get used.


#8

The Oculus Go implementation of FFR is an SDK with engine support.
https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-ffr/

Not sure if PiTool can just tell a game to render anything other than standard resolutions so how would PiTool change a games rendering process to fixed FR?


#9

if they pulled this off i would be hugely impressed.


#10

IT would help with performance, and allow for lower bandwidth to higher res displays.


#11

Is fixed foveated rendering were there’s n just a fixed band of lower resolution around the center point, and it doesn’t track your eyes?


#12

Yes, fixed foveated rendering has a high-quality central area which does NOT follow your eye movements. This is particularly suited for wide FOV VR, since anything outside the sweet spot is blurry anyway.


#13

Almost correct. Here’s an image that shows the actual resolution distribution on the Go (because it was mentioned earlier):


#14

SDK stands for Source Development Kit, it implies you are making software targeted at their platform.

That said, they never said it was for games.

Perhaps with their SDK developers can make something like 3rd party “Oculus” home, dash etc.


#15

SDK = Software Development Kit


#16

Wouldn’t that sort of look like distortions at the edges and thus apparently completely spoil the whole thing.


#17

More like blur.

It would be less sharp, but everything would still be in the right place and shape.

Would it spoil the whole thing?
Probably depends on the person.


#18

IIRC, the idea is to use lower resolution where the distortion is higher (if it’s going to look like trash, don’t waste GPU resources making it high quality trash) bus also where your eye doesn’t receive high quality input (for this to work best, you need to never move your eyes but your head instead).


#19

Well apparently the 10 to 20 degrees at the edge of the wide FOV will spoil it all so this must be the same or even worse as its all the way round.


#20

Yeah, I think the area where you move your eyes normally is in full render quality then it falls off to lower resolutions into the peripheral, the whole concept is that you do not notice it falling off unless you strain your eyeballs to look for it.