In terms of immersion, it seems important that the user is also able to move their eyes around while keeping their head stationary. It seems like this kind of shortcut assumes that we don't need to account for that case. Also, just in terms of the distortion of the lens, wouldn't the image already look warped to the viewer if they moved their eyes to the edges of the screen?
imm
In this case, is the user's eye movement tracked so the contrast and focus updates as the user looks around?
lycusia
@imm I think so.
But some of the VR devices just use the center of players' vision as the focus of their eyes.
lorinpoo
What kind of contrast enhancement is this? Seems like some kind of sharpness increase to me.
yxu72
I wonder whether such filtering may suffer from extra cost if used in a game/scenario that users are expected to look around from time to time, because the eye-tracking will lead to different focus point from time to time?
sarukkai
I'm assuming that the latency of eye tracking must be extremely low in order for this type of process to be effective? I'm assuming latency is the barrier keeping foveated rendering from being featured in current VR headsets.
yilong_new
@imm Yes this can be possible for some VR devices --
In terms of immersion, it seems important that the user is also able to move their eyes around while keeping their head stationary. It seems like this kind of shortcut assumes that we don't need to account for that case. Also, just in terms of the distortion of the lens, wouldn't the image already look warped to the viewer if they moved their eyes to the edges of the screen?
In this case, is the user's eye movement tracked so the contrast and focus updates as the user looks around?
@imm I think so. But some of the VR devices just use the center of players' vision as the focus of their eyes.
What kind of contrast enhancement is this? Seems like some kind of sharpness increase to me.
I wonder whether such filtering may suffer from extra cost if used in a game/scenario that users are expected to look around from time to time, because the eye-tracking will lead to different focus point from time to time?
I'm assuming that the latency of eye tracking must be extremely low in order for this type of process to be effective? I'm assuming latency is the barrier keeping foveated rendering from being featured in current VR headsets.
@imm Yes this can be possible for some VR devices --
https://www.youtube.com/watch?v=mxEshwJWIPs
above is a video about eye tracking in Oculus.