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.
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.