F5F Stay Refreshed Software PC Gaming No one has developed foveated rendering for desktop yet.

No one has developed foveated rendering for desktop yet.

No one has developed foveated rendering for desktop yet.

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EliteCrafter02
Junior Member
35
01-01-2023, 06:41 AM
#1
The main idea is clear—VR games could use foveated rendering if it worked well. For desktops, a decent webcam and affordable software already let you track eye movements, so why not apply that for foveated effects? Of course there would be challenges, such as poor streaming or recording quality, but it could still help users on lower or mid-range systems run smoother settings.
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EliteCrafter02
01-01-2023, 06:41 AM #1

The main idea is clear—VR games could use foveated rendering if it worked well. For desktops, a decent webcam and affordable software already let you track eye movements, so why not apply that for foveated effects? Of course there would be challenges, such as poor streaming or recording quality, but it could still help users on lower or mid-range systems run smoother settings.

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104
01-11-2023, 06:31 PM
#2
Your gaze usually lands farther from a desktop screen than from a headset display, allowing you to view more at once. Therefore, cutting resolution in less-focused areas would likely offer less advantage. The distance between your eyes and the screen changes constantly, unlike with a VR headset where alignment is fixed. Precision becomes harder in such scenarios. It seems calibration is a key challenge. We're currently testing a Vision Pro for this purpose; the cursor must align with your gaze. Without proper calibration, it doesn't function effectively. Now picture calibration applied to a monitor, where eye position and angle aren't constant.
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j_anderson2378
01-11-2023, 06:31 PM #2

Your gaze usually lands farther from a desktop screen than from a headset display, allowing you to view more at once. Therefore, cutting resolution in less-focused areas would likely offer less advantage. The distance between your eyes and the screen changes constantly, unlike with a VR headset where alignment is fixed. Precision becomes harder in such scenarios. It seems calibration is a key challenge. We're currently testing a Vision Pro for this purpose; the cursor must align with your gaze. Without proper calibration, it doesn't function effectively. Now picture calibration applied to a monitor, where eye position and angle aren't constant.

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Absenced
Junior Member
15
01-12-2023, 09:34 AM
#3
this kind of configuration often means limited budget graphics cards, which can be a challenge for high-end gaming. it also tends to have a smaller display area, and the tools needed for accurate eye tracking usually demand more powerful hardware than you might have.
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Absenced
01-12-2023, 09:34 AM #3

this kind of configuration often means limited budget graphics cards, which can be a challenge for high-end gaming. it also tends to have a smaller display area, and the tools needed for accurate eye tracking usually demand more powerful hardware than you might have.

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EnviousFox
Junior Member
12
01-25-2023, 11:07 PM
#4
The initial concern was the screen distance and field of view. However, I wonder if these factors are the main challenge. If feasible, it might not be an easy or inexpensive solution. My thoughts lean toward VR, but tracking eye movements on a monitor could be more manageable than expected.
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EnviousFox
01-25-2023, 11:07 PM #4

The initial concern was the screen distance and field of view. However, I wonder if these factors are the main challenge. If feasible, it might not be an easy or inexpensive solution. My thoughts lean toward VR, but tracking eye movements on a monitor could be more manageable than expected.

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andrewseahorse
Junior Member
13
01-27-2023, 06:08 PM
#5
It was the initial thought that crossed my mind too. However, recalling my first encounter with the Vision Pro made me question if that could be an issue. There are commercial options available (such as the Tobii Eye Tracker 5), but I have limited insight into their performance. Their marketing video highlights lower latency, suggesting they might not be fast enough for FR applications. As @manikyath noted, they aren’t particularly affordable. With a budget of around 280 € for this equipment, it seems more sensible to allocate that toward a faster GPU instead.
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andrewseahorse
01-27-2023, 06:08 PM #5

It was the initial thought that crossed my mind too. However, recalling my first encounter with the Vision Pro made me question if that could be an issue. There are commercial options available (such as the Tobii Eye Tracker 5), but I have limited insight into their performance. Their marketing video highlights lower latency, suggesting they might not be fast enough for FR applications. As @manikyath noted, they aren’t particularly affordable. With a budget of around 280 € for this equipment, it seems more sensible to allocate that toward a faster GPU instead.

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megamax600
Junior Member
2
01-29-2023, 10:17 PM
#6
It seems this approach has clear drawbacks. Eye tracking works, but the parts needing proper rendering are much larger. A dedicated headset that handles everything automatically would be far superior. Studios should focus on optimizing games themselves rather than relying on upscaling or low-quality assets. Otherwise, it just creates more problems without real improvement.
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megamax600
01-29-2023, 10:17 PM #6

It seems this approach has clear drawbacks. Eye tracking works, but the parts needing proper rendering are much larger. A dedicated headset that handles everything automatically would be far superior. Studios should focus on optimizing games themselves rather than relying on upscaling or low-quality assets. Otherwise, it just creates more problems without real improvement.

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poop2144
Junior Member
3
01-30-2023, 02:02 AM
#7
The Steam Frame focuses on improving foveated streaming, which mainly lessens data usage between the PC and headset. It doesn't lower the processing demands on the PC itself. Success depends on seamless incorporation into the game engine.
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poop2144
01-30-2023, 02:02 AM #7

The Steam Frame focuses on improving foveated streaming, which mainly lessens data usage between the PC and headset. It doesn't lower the processing demands on the PC itself. Success depends on seamless incorporation into the game engine.