Most people might not have heard of ‘Foveated Rendering’ before but is have been around in the VR scene for quite a few years. Today we take a look at what it really is and why the Oculus Go will benefit from using it…
To find out the origins of Foveated Rendering we have to go back to July 2016 where Nvidia first demonstrated a new method of foveated rendering which was the first that claimed to be invisible to users. While it wasn’t the first example of Foveated Rendering it was the first time that it was seen working and of practical use for developers. While the Oculus Go doesn’t have eye tracking, it does achieve the same results via another method.
So we move forward a few years and suddenly we find it being used inside the Oculus GO. The reason it is so important to the Oculus Go is that it means the user gets a much better viewing experience, while still keeping the price of the headset low. With some people actually saying it was a better viewing experience than that of the Oculus Rift!
Looking at this image it easily explains what this process does. The full resolution is in the ‘sweet spot’ in the middle and then as you go outwards the resolution decreases. This might make the edges of the lenses blurry, but it does mean better-looking graphics in the centre and a lot less drain on the battery.
By using this system it makes great use of the stripped down Samsung S7 and good use of the built-in battery meaning longer playing time. While this is only an option for developers to use this method, those who do should see an increase in sales (provided it is used in the right way, with the right game/app).