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Many PC games that are released after 2000 are ported from consoles, or developed for both console and PC platforms. Ideally, the developer will set a wider FOV in the PC release, or offer a setting to change the FOV to the player's preference. However, in many cases the narrow FOV of the console release is retained in the PC version.
In December 2019, Facebook's Oculus Quest SDK gave developers access to dynamic fixed foveated rendering, allowing the variation in level of detail to be changed on the fly via an API. [15] On January 4, 2022, Sony announced that their follow-up to PlayStation VR will include eye tracking and foveated rendering. [16]
Quest 2 is a standalone virtual reality headset developed by Reality Labs, a division of Meta Platforms.It was unveiled on September 16, 2020, and released on October 13, 2020 as the Oculus Quest 2.
It features the pancake lenses and mixed reality features of the Quest Pro, as well as an increased field of view and resolution compared to Quest 2. [68] In October 2024 Meta released a lower cost entry headset the Meta Quest 3S with the same fresnel lenses as the Quest 2 and a lower resolution of 1832x1920 as compared to 2064x2208 on the ...
The image clarity depends on the display resolution, optic quality, refresh rate, and field of view. [ 29 ] Because virtual reality headsets stretch a single display across a wide field of view (up to 110° for some devices according to manufacturers), the magnification factor makes flaws in display technology much more apparent.
USB-C 3.0, DisplayPort 1.2, proprietary connection for mods 702 g Discontinued $699 (at release) [107] No Yes No No Yes No No No 6DoF dual controllers (Mods: eye tracking, WiGig Wireless, Constellation tracking) Yes Varjo VR-2 [108] [109] 2019-10-15 Yes AMOLED, OLED 1440x1600 1920×1080 (central focal area), 1440x1600 (peripheral)
DirectX 9.0 introduced Shader Model 2.0, which offered one of the necessary components to enable rendering of high-dynamic-range images: lighting precision was not limited to just 8-bits. Although 8-bits was the minimum in applications, programmers could choose up to a maximum of 24 bits for lighting precision.
Meta Quest, for example, is optimized for models with 300,000–500,000 polygons, while high-end VR devices may handle up to 2 million polygons, necessitating careful optimization by developers aiming for multi-platform compatibility. [51] The exportation phase marks the final step in cross-platform VR game development.