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[VR] Fixed Foveated Mask Rendering #962

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RobertBeckebans opened this issue Jan 2, 2025 · 1 comment
Open

[VR] Fixed Foveated Mask Rendering #962

RobertBeckebans opened this issue Jan 2, 2025 · 1 comment

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@RobertBeckebans
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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.

References:
https://developers.meta.com/horizon/blog/tech-note-mask-based-foveated-rendering-with-unreal-engine-4-/

https://mariosbikos.com/vive-unreal-foveated-rendering/

@RobertBeckebans
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