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> The big thing I want to see in practice is their implementation of foveated rendering. This beautiful hack abuses the fact that human eyes have the most sharpness and fidelity at the exact centre of your field of vision, whereas your peripheral vision is abysmal at it. This means that on average you only have to render about 10% of the frame at maximum quality for it to feel like it's running at full resolution all over the screen.

> This should make the fact that the Frame is using a "weaker" CPU/GPU irrelevant. Games should look fine as long as they render the slice that needs to be in full quality fast enough.

It's not foveated rendering, it's foveated streaming. The CPU/GPU should easily be able to handle decoding video, whether foveated or not.



What they're saying is that they might have a foviated rendering solution in addition to the foviated streaming solution we know about, and we'd like to hear about it.


Implementing foveated rendering is pretty much up to the game developers.


It is for games running natively




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