Perkel
Arcane
- Joined
- Mar 28, 2014
- Messages
- 16,238
well there you go goys.
Fovated rendering. I doubt it is static one since they said that headset actually tracks eyes and can display their position in VR for other players.
For those who don't know dynamic fovated rendering is technique in which you only render in very high resolution place you look at and only small patch as eyes actually have only like 10-20 degree when they can see clearly anything outside of that looses sharpness pretty quickly.
This way with this technique you can render for example place you look at at 500x500 while rest would be rendered at say 1000x1000. It is much more sophisticated than that but this shows you how much extra juice your gpu will have once this technique goes online. No longer you have to render whole scene completely from corner to corner only proper render for places you see and low res for everything outside of that.
with just 500x500 and that 1000x1000 i mentioned above you have quality of higher than 4k in place you look at cost of 1/4 - 1/5 of your gpu power of normal 4k rendering. Which directly translates to TON of FPS improvement unless you meet other bottleneck like CPU, memory etc.
Moreover that technique is not reserved just for VR. VR is just natural best fit since you have something on your head that can track properly your eyes. This WILL go into your monitor in future.
Fovated rendering. I doubt it is static one since they said that headset actually tracks eyes and can display their position in VR for other players.
For those who don't know dynamic fovated rendering is technique in which you only render in very high resolution place you look at and only small patch as eyes actually have only like 10-20 degree when they can see clearly anything outside of that looses sharpness pretty quickly.
This way with this technique you can render for example place you look at at 500x500 while rest would be rendered at say 1000x1000. It is much more sophisticated than that but this shows you how much extra juice your gpu will have once this technique goes online. No longer you have to render whole scene completely from corner to corner only proper render for places you see and low res for everything outside of that.
with just 500x500 and that 1000x1000 i mentioned above you have quality of higher than 4k in place you look at cost of 1/4 - 1/5 of your gpu power of normal 4k rendering. Which directly translates to TON of FPS improvement unless you meet other bottleneck like CPU, memory etc.
Moreover that technique is not reserved just for VR. VR is just natural best fit since you have something on your head that can track properly your eyes. This WILL go into your monitor in future.