Do you think eye-tracked foveated rendering is on the horizon, and that it will be as good as it sounds? I remember "DeepRender" from Oculus Connect 5, which required rendering only 5% of pixels on each display, but that was years ago. I haven't heard about it since, as well as all the other fancy features they talked about that, for the most part, seem to have disappeared and weren't mentioned in the Cambria presentation. 馃槄
TheKLARKEN
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A member registered Jun 04, 2022
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things I learned about foveated rendering while failing to implement OpenXR comments 路 Posted in things I learned about foveated rendering while failing to implement OpenXR comments