BiBa Posted September 25, 2019 Posted September 25, 2019 DROOLON F1 7invensun Announces $150 Eye-tracking Module Supporting All HTC Headsets! :thumbup: https://www.roadtovr.com/7invensun-droolon-eye-tracking-htc/ BiBa...............BigBang WIN 10-64 Pro. MoBo: ASUS ROG STRIX Z390-F GAMING. 1TB Samsung SSD 960 PRO M.2 + 4TB SSD LEXAR 790. CPU: Intel Core i9-9900K. GPU: MANLI RTX 2080 Ti. RAM: HyperX 3200 MHz 64 GB. Monitor: ASUS 4K 28"/VR: Pimax 4K/TrackIR-5/SAITEK X55 Rhino HOTAS-Yoke-Rudder-Trim Wheel-THRUSTMASTER TCA Quadrant.
wormeaten Posted September 25, 2019 Posted September 25, 2019 It is an old product and what's the point without support for it.
Harlikwin Posted September 25, 2019 Posted September 25, 2019 Plus I've been told that foveated rendering is happening in just 2 short weeks (thats DCS comedy there for you new guys), for the last 4 years at least. The main reason foveated rendering isn't happening btw is "Time" as in the amount of time it takes your eye to move, versus the time to process and render in an image as its happening. New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really).
Fri13 Posted September 25, 2019 Posted September 25, 2019 The main reason foveated rendering isn't happening btw is "Time" as in the amount of time it takes your eye to move, versus the time to process and render in an image as its happening. Actually Palmer explained that well when still working for Oculus, that it is possible because the time it takes from eye to move is fast, but the eye is very slow to adapt to new position and acquire a sharp image from it. And that is the time window when a new rendering can be done quickly to new area as the delay when the foveated rendering renders from blur to sharp looks natural and instantly sharp. i7-8700k, 32GB 2666Mhz DDR4, 2x 2080S SLI 8GB, Oculus Rift S. i7-8700k, 16GB 2666Mhz DDR4, 1080Ti 11GB, 27" 4K, 65" HDR 4K.
wormeaten Posted September 25, 2019 Posted September 25, 2019 Plus I've been told that foveated rendering is happening in just 2 short weeks (thats DCS comedy there for you new guys), for the last 4 years at least. The main reason foveated rendering isn't happening btw is "Time" as in the amount of time it takes your eye to move, versus the time to process and render in an image as its happening. Sorry, I forgot it is coming to DCS in two weeks. My bad.
BiBa Posted September 25, 2019 Author Posted September 25, 2019 Sorry, I forgot it is coming to DCS in two weeks. My bad.:thumbup: That's good news BiBa...............BigBang WIN 10-64 Pro. MoBo: ASUS ROG STRIX Z390-F GAMING. 1TB Samsung SSD 960 PRO M.2 + 4TB SSD LEXAR 790. CPU: Intel Core i9-9900K. GPU: MANLI RTX 2080 Ti. RAM: HyperX 3200 MHz 64 GB. Monitor: ASUS 4K 28"/VR: Pimax 4K/TrackIR-5/SAITEK X55 Rhino HOTAS-Yoke-Rudder-Trim Wheel-THRUSTMASTER TCA Quadrant.
Harlikwin Posted September 27, 2019 Posted September 27, 2019 Actually Palmer explained that well when still working for Oculus, that it is possible because the time it takes from eye to move is fast, but the eye is very slow to adapt to new position and acquire a sharp image from it. And that is the time window when a new rendering can be done quickly to new area as the delay when the foveated rendering renders from blur to sharp looks natural and instantly sharp. Yeah I'm fairly familiar with the neuroscience of it, but if you are "glancing" it doesn't really work. Anyhow. I'll be happy to see foveated rendering when it actually happens. I'm just not gonna hold my breath on it. 2 more years maybe ;) New hotness: I7 9700k 4.8ghz, 32gb ddr4, 2080ti, :joystick: TM Warthog. TrackIR, HP Reverb (formermly CV1) Old-N-busted: i7 4720HQ ~3.5GHZ, +32GB DDR3 + Nvidia GTX980m (4GB VRAM) :joystick: TM Warthog. TrackIR, Rift CV1 (yes really).
twistking Posted September 28, 2019 Posted September 28, 2019 Yeah I'm fairly familiar with the neuroscience of it, but if you are "glancing" it doesn't really work. Anyhow. I'll be happy to see foveated rendering when it actually happens. I'm just not gonna hold my breath on it. 2 more years maybe ;) I agree. I think people overstate its potential. There is however still so much potential with optimizing the renderer specifically for the headset and lens to minimize the overhead. Fixed foveated rendering could be used for that or even better a custom projection target. Nvidia has developed some neat tools for that, allowing you to do your projection on a target that completely compensates for your lens design, giving you 0% rendering overhead in theory. I would argue that those type of techniques are more effective at the current state of VR. This might change with super high resolutions in the future... My improved* wishlist after a decade with DCS *now with 17% more wishes compared to the original
Recommended Posts