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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). [1] [2]
Basic versions of the technique are referred to as asynchronous reprojection by Google and Valve, [1] [4] while Oculus has two implementations, called asynchronous timewarp [2] and asynchronous spacewarp. Asynchronous timewarp uses the headset's rotational data to extrapolate a new rendered frame based on the last frame it received.
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 .
The device includes inside-out tracking, eye-tracked foveated rendering, higher-resolution OLED displays, controllers with adaptive triggers and haptic feedback, 3D audio, and a wider field of view. [66] While initially exclusive for use with the PlayStation 5 console, a PC adapter is scheduled for August 2024. [67]
June 25, 2015 - FOVE announced that it will use SteamVR's Lighthouse for positional tracking. March 23, 2016 - FOVE closed an $11 million Series A funding round, but delayed shipment to Fall 2016 because of difficulty sourcing components.
The graphics processing unit (GPU) also needs to be powerful enough to render the required amount of frames. Oculus cited the limited processing power of Xbox One and PlayStation 4 as the reason why they targeted the PC gaming market with their first devices. [39] Foveated rendering is a new technique to
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 ...
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]