DFR (Foveated Rendering) Support
chịsa
Many next gen HMD are coming with eye tracking and will depend on DFR and DFT to operate properly. Please implement DFR for VRC so these HMD can be used with this game.
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Felinusfish
With the introduction of the Steam Frame, and its eye tracking capabilities, this would be an incredible feature to implement and could potentially be a game-changer for the platform!
R﮼ye
I've been running tests with and without dll injected foveated rendering, using the local quick launcher from the creator companion.
Running at 5000x5000 render res without and with DFR on my Pimax Crystal, I was able to go from 30-35 frames to a solid 90, with NO perceptible difference in quality or latency. This would be an amazing technology to have access to, but everytime I reach out to either pimax, vrc, or eac about it, they all seem to say that one of the other companies has to do something about it first. Just a sad game of hot potato. I know the VRC team is so passionate about their platform, and I'd really trust you guys to get the ball rolling with EAC, valve/openvr, whoever to give your users a TON more performance!
Dynamic foveated compression on the frame sounds nice and all, but the PC still has to render the ENTIRE image at full res.
SapphireSouls
Eye tracking continues to become more common with eye tracking modules coming for Quest 2/3 and more modern HMDs coming either with built-in eye tracking or the option to add a module later. Foveated rendering will provide a much needed performance boost to VRC which is notorious for running badly.
Even HMDs without eye tracking can benefit from foveated rendering as there's typically an amount of screen space not visible to users' eyes due to their lenses and as such a slider for how wide/narrow the foveated rendering circle would enable EVERYONE to gain a slight performance increase for little to no visible difference.
Please add this feature. You already support eye tracking in-house. There's zero reason this shouldn't be in the game already.