You want to know something about how bullshit insane our brains are? OK, so there's a physical problem with our eyes: We move them in short fast bursts called "saccades", right? very quick, synchronized movements. The only problem is: they go all blurry and useless during this
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Replying to @Foone @dev_console
I feel like there are huge advances to be made in VR by reverse engineering the eyes and the brain's visual processing on a deeper level. Can probably get better, more realistic experience at less than 10% of current rendering cost.
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Replying to @RichFelker @dev_console
Yup! And Some forms of it are being worked on. Foveated rendering, for example, is a trick where you put an eye-tracker in the headset, and only render at max quality where the user is looking. Everywhere else can be low quality.
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Replying to @Foone @dev_console
What kind of latency requirement is there for delivering the hq version?
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Replying to @RichFelker @dev_console
I'm not sure! VR isn't really my thing, but it's gotta be pretty low latency to start with just to keep the VR from getting dizzy, I think.
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There's a company doing a simple version of this right now, without the eye tracking. It's two screens blended together. The center of each eye view is high pixel density, the outer second screen is lower pixel density. Super cool
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That's got to be comparably nauseating to low-abbe eyeglasses.
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Why's that?
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Because whether something is clear or blurred/fringed is a function of whether your eyeballs are pointed at the center of the lens/display or at the edges.
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Oh I see. Yeah it's a little weird and subpar. But it's what we've got for now. Foveated rendering would require *ridiculously* low latency times. It'll be fun watching people try.
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