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Right now the openvr3 branch is mainly pixel shader limited. NVRHI allows Variable Rate Shading (VRS) and it is very easy to implement. We only need a precalculated mask to reduce the resolution for the pixels at the corners.
Right now the openvr3 branch is mainly pixel shader limited. NVRHI allows Variable Rate Shading (VRS) and it is very easy to implement. We only need a precalculated mask to reduce the resolution for the pixels at the corners.
References:
https://developers.meta.com/horizon/blog/tech-note-mask-based-foveated-rendering-with-unreal-engine-4-/
https://mariosbikos.com/vive-unreal-foveated-rendering/
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