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Re:VR by erikbye on Friday January 13, 2017 @04:39PM (#13394937)
There are so many new rendering tricks popping up all the time... new APIs also give less overhead, which is nice.

Either way...

580 gtx gflops: 1581

1080 gtx gflops: 8228

7 years. 420% increase in float calc perf.

Re:VR by intrasight on Saturday January 14, 2017 @01:59PM (#13399915)
And you only need high resolution and high color at the fovea. Eye tracking will be the key to making VR/AR low-power and high-quality.
Re:VR by janoc on Saturday January 14, 2017 @02:02PM (#13399929)
It won't, no worries. Eye tracking in an HMD, whether AR or VR is hugely complicated from engineering point of view. There is a reason why an HMD eye tracking kit costs several thousands of USD.

Moreover, from the rendering point of view, foveated rendering is a fairly complex thing to integrate into a 3D engine too. It is definitelly not "free".

Foveated rendering is certainly no panacea.

Re:VR by intrasight on Monday January 16, 2017 @10:40AM (#13410536)
No panacea but another important piece of the puzzle. The software part may be complex - but it is just software, and once done, we all benefit from 10x battery life. Eye tracking hardware is complex but Lots of ongoing R&D - the outcome of which will be sensor chips which can be added to HMDs.
Re:VR by jtl999 on Saturday January 14, 2017 @02:12AM (#13397323)
Only 6.5 years :)