News for hackers. Stuff that matters.
Re:New report on Apple’s VR headset: 8K in each eye, potenti... by thefreeman on Friday February 05, 2021 @12:15AM (#26033379)
and as mentioned in the article it’s a common technique that all vr headsets are already doing
Re:New report on Apple’s VR headset: 8K in each eye, potenti... by wruza on Friday February 05, 2021 @01:25AM (#26033667)
Really? The article says “well-known method”, not “all vr headsets already doing”. From what I can find, DeepFovea and others were only work in progress (summer 2020) at best, in contrast to mainstream tech. Is there more info on that?
Re:New report on Apple’s VR headset: 8K in each eye, potenti... by slimsag on Friday February 05, 2021 @01:44AM (#26033768)
I don't think most support foveated rendering, currently.

But there are consumed ones available / becoming available:

* HP Reverb G2 Omnicept Edition

* HTC Vive Pro Eye

Re:New report on Apple’s VR headset: 8K in each eye, potenti... by Const-me on Friday February 05, 2021 @02:53AM (#26034082)
Just because they track eyes doesn't mean they gonna use it for rendering. That's probably for input.
Re:New report on Apple’s VR headset: 8K in each eye, potenti... by slimsag on Friday February 05, 2021 @05:41AM (#26034918)
Directly from the HP product page:

"NVIDIA VR Ready Quadro or GeForce Turing based GPU required for foveated rendering. For developers, Unity foveated rendering plug-in and run-time are also required and available from the Unity Store or HP Developer Portal"

Re:New report on Apple’s VR headset: 8K in each eye, potenti... by Const-me on Friday February 05, 2021 @02:51AM (#26034073)
Nobody does that and it's not possible due to GPU latency.

Eyeballs rotate very fast, up to 1000°/s. Fovea has just under 1° of high resolution. You gonna need to render 1000 FPS with 1 frame of latency to catch up.

GPUs can't do that. They evolved for decades optimizing for throughput at 60Hz, not latency at 1000Hz.

Re:New report on Apple’s VR headset: 8K in each eye, potenti... by MaxikCZ on Friday February 05, 2021 @04:27AM (#26034548)
IIRC snappy eye movement makes us essentialy blind not only during the movement itself, but for a brief time after the eye settles also.

Foveated rendering (where IR cameras look where pupils are looking, passing this info to PC and the frames rendering with high detail only in that spot) was already demonstrated to be working well and fast enough to not be noticable.

It is not present in any consumer VR headset, and the software side is also not yet plug&play

Re:New report on Apple’s VR headset: 8K in each eye, potenti... by shostack on Saturday February 06, 2021 @02:18PM (#26049048)
Would this enable me to look off to the edge of my headset and not have it be blurry? It's been rough training myself to turn my head and made me realize how much I rely on that ability for vision in general.
Re:New report on Apple’s VR headset: 8K in each eye, potenti... by pault on Wednesday February 10, 2021 @12:09PM (#26091884)
Unfortunately no, that's an effect of lens distortion.