| ▲ | monocasa 12 hours ago | |||||||||||||||||||||||||
The thing is that I'd expect foveated rendering to increase latency issues, not help them like it does for bandwidth concerns. During a lag spike you're now looking at an extremely down sampled image instead of what in non foveated rendering had been just as high quality. Now I also wonder if an ML model could also work to help predict fovea location based on screen content and recent eye trackng data. If the eyes are reading a paragraph, you have a pretty good idea where they're going to go next for instance. That way a latency spike that delays eye tracking updates can be hidden too. | ||||||||||||||||||||||||||
| ▲ | cube2222 11 hours ago | parent | next [-] | |||||||||||||||||||||||||
My understanding is that the foveated rendering would reduce bandwidth requirements enough that latency spikes become effectively non-existent. We’ll see in practice - so far all hands-on reviewers said the foveated rendering worked great, with one trying to break it (move eyes quickly left right up down from edge to edge) and not being able to - the foveated rendering always being faster. I agree latency spikes would be really annoying if they end up being like you suggest. | ||||||||||||||||||||||||||
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| ▲ | entropicdrifter 10 hours ago | parent | prev [-] | |||||||||||||||||||||||||
Pretty funny to me that you're backseat engineering Valve on this one. If it didn't have a net benefit they wouldn't have announced it as a feature yet lmao | ||||||||||||||||||||||||||
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