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Foveated rendering #304
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Thank you for good work! I'm also busy now. I will try it when I have time. |
There are quite a few trigonometric function used but some operations can be precomputed; the number of texture samplings is low and there is no branching. Based on my previous experiences I predict all shaders combined to take ~1ms on pc and max 2ms on device. |
Thank you. |
Hello, |
I want to share a concept of a foveated rendering system. I had the idea a few years ago while I was working on a project like ALVR (but I abandoned it due to lack of time). After reading in #287 about fixed foveated rendering I decided to implement my idea and share it with you.
Here is the link to the demo I wrote: https://www.shadertoy.com/view/3l2GRR
Briefly, the algorithm consist of a chain of shader passes done on the pc and the client device, where every pass uses the output of the previous. They are, in order:
On pc:
On device:
I did not do any testing on any vr device, but from how the demo turned out I can write some pros and cons, compared to a FFR system that slices the frames into smaller images and render them with different resolutions.
Pros:
Cons:
I would like to hear your opinion on incorporating this algorithm into ALVR. I would really love to contribute myself but right now I'm really busy. Anyway I can help with some explanations if needed.
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