Foveated What?
These issues and more limit the pixel density of current VR displays and even a small amount of ‘screen-door’ can contribute to rapid fatigue for users, so display manufacturers continue to push the limits of display technology to move VR ahead. As display technology moves forward, techniques for rendering images become more sophisticated, and higher display refresh rates that reduce motion blur, are now up to 120 times/second. However the computing power needed to refresh the screen more frequently will drain the battery faster than a slower refresh rate, and that can be problematic for VR headset users. Adding to the problem is that higher resolution displays inherently require more processing (more pixels) power for shading, artifact detection and removal, and a host of other functions, all of which require increased computing power.
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While only a few VR systems use the concept of ‘foveated rendering’ combined with eye-tracking to improve VR performance, eye-tracking is becoming more the norm in the latest crop of VR headsets, which paves the way for the use of foveated rendering as a more common feature over the next few years. Approximately 30.8% of VR headsets that have been or are scheduled for release this year will have eye-tracking and 62.5% of those already incorporate foveated rendering systems. As eye-tracking becomes more common we would expect the technology to be adopted by most, if not all, mid to upper tier VR headsets, improving battery life or allowing for additional processing that will image quality. As ultra-high-resolution displays push toward higher resolutions, such rendering systems will become even more important to VR designers who have to contend with the balance between battery power and the weight of a VR headset,