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  2. Foveated rendering - Wikipedia

    en.wikipedia.org/wiki/Foveated_rendering

    Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).

  3. OpenVR - Wikipedia

    en.wikipedia.org/wiki/OpenVR

    OpenVR is a software development kit (SDK) and application programming interface (API) developed by Valve for supporting the SteamVR [1] [2] and other virtual reality headset devices. [3] [4] The SteamVR platform uses it as the default application programming interface and runtime. [5]

  4. Foveated imaging - Wikipedia

    en.wikipedia.org/wiki/Foveated_imaging

    Foveated imaging is a digital image processing technique in which the image resolution, or amount of detail, varies across the image according to one or more "fixation points". A fixation point indicates the highest resolution region of the image and corresponds to the center of the eye 's retina , the fovea .

  5. HTC Vive - Wikipedia

    en.wikipedia.org/wiki/HTC_Vive

    In September 2024, HTC unveiled the Vive Focus Vision, an updated version of the Focus 3 with an improved strap and cooling system, 12 GB of RAM, 16 megapixel color passthrough cameras, foveated rendering support, and DisplayPort over USB-C (with an update for wired PC tethering at up to 120 Hz scheduled to be released by the end of the year ...

  6. Fove - Wikipedia

    en.wikipedia.org/wiki/Fove

    FOVE is the first [peacock prose] virtual reality headset to utilize built-in eye tracking technology. It was created by a Tokyo-based startup founded by Yuka Kojima (CEO) and Lochlainn Wilson (CTO).

  7. Asynchronous reprojection - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_reprojection

    Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate. [1]

  8. PlayStation VR2 - Wikipedia

    en.wikipedia.org/wiki/PlayStation_VR2

    These are used for eye-tracking to enable games to utilize foveated rendering, a performance optimization technique where the render resolution of the game is reduced in areas where the player is not looking. [5] The eye-tracking can also be used as an input method, such as for selecting UI elements with a glance. [40] [41] [42]

  9. Room-scale - Wikipedia

    en.wikipedia.org/wiki/Room-scale

    Its SteamVR tracking technology is developed by Valve and allows areas up to 10 m x 10 m. [4] The Oculus Rift VR system was introduced primarily for front facing 180 degree experiences. However, Oculus now supports two sensor diagonal placement roomscale or users can purchase a third sensor to enable more robust room-scale tracking, [5]