Skip to content

5. Foveated Rendering

Glen Harrison edited this page May 7, 2026 · 61 revisions

What is Foveated Rendering?

Foveated rendering is a technique that improves GPU performance by rendering different areas of the image at different quality levels. In VR, this usually means keeping the center of the view sharp, using medium quality around the outer area, and lowering quality further at the edges where it is less noticeable.

In DesktopXR, these regions are fully configurable, including both their size and texture quality. DesktopXR’s foveated rendering currently supports NVIDIA graphics cards only.

How does it work in DesktopXR?

FocusCore-1000

Which games are supported?

DesktopXR attempts to apply FFR to all games where possible. In some cases, issues may occur, such as FFR being applied to menus, loading screens, HUD elements, or only one eye.

Where available, DesktopXR will use a game-specific profile to handle these cases. DesktopXR can also detect when a game may not be suitable for FFR, and in those cases FFR will not be applied.

DirectX 11

Game Profiled Description
Assetto Corsa - -
Assetto Corsa Competizione - -
Automobilista 2 Yes Working
DCS Yes Working
iRacing Yes Recommend to use games in-built FFR
Le Mans Ultimate Yes Working
rFactor 2 No Working but hits loading menus

DirectX 12

Game Profiled Description
Assetto Corsa Evo Yes Working
Microsoft Flight Simulator 2020 Yes Working
Microsoft Flight Simulator 2024 - Recommend to use games in-built FFR

How can I request a new FFR profile?

Creating an FFR profile for a specific game can be time-consuming because every game presents its VR output differently. A profile needs to carefully monitor the VR textures as they are sent to the headset and determine whether they belong to the main game view, a loading screen, a menu, or overlay elements such as a HUD or rear-view mirror.

This can also vary depending on graphics settings. For example, MSAA may change how textures are presented, and some games combine both eyes into a single texture while others keep the left and right eye textures separate.

Because of these differences, it is not practical to create dedicated profiles for every game. However, I will prioritise support for the most popular sim racing and flight simulator titles. If a particular game is heavily requested by the community, I will consider creating a dedicated profile for it.

DesktopXR will still automatically attempt to apply FFR to every game where possible. This automatic FFR support will continue to improve over time, with the goal of covering more games without requiring dedicated profiles.

Does eye tracking work in all headsets?

Eye tracking is not currently available. Depending on the success of v1.7.0, eye-tracked foveated rendering is planned for v1.8.0.

When added, it will only work on headsets that provide supported OpenXR eye-tracking data. It will not be available on all headsets.

Headset Working
Bigscreen Beyond 2e -
Meta Quest Pro -
Pimax Crystal Super -
Pimax Dream Air -
PSVR2 -
Varjo Aero -

Clone this wiki locally