F5F Stay Refreshed Software PC Gaming VR games typically maintain rectangle resolutions, though they may also support other shapes for varied visual effects.

VR games typically maintain rectangle resolutions, though they may also support other shapes for varied visual effects.

VR games typically maintain rectangle resolutions, though they may also support other shapes for varied visual effects.

Pages (2): 1 2 Next
M
morizius
Junior Member
9
04-14-2023, 08:06 PM
#1
The GPU handles corners outside the visible area by discarding them during rendering.
M
morizius
04-14-2023, 08:06 PM #1

The GPU handles corners outside the visible area by discarding them during rendering.

X
XODAAA
Member
59
04-19-2023, 01:58 PM
#2
Based on what I understand, everything is still designed with rectangles for each eye. There will be a lot of unused space, but it's needed to ensure your field of view fits well. If it gets too small, getting close might reveal edges or require specific lens positioning, making the experience feel more like two separate floating rectangles instead of seamless immersion. There are advanced methods like foveated rendering that use eye tracking to render high quality only where you're looking and lower quality elsewhere.
X
XODAAA
04-19-2023, 01:58 PM #2

Based on what I understand, everything is still designed with rectangles for each eye. There will be a lot of unused space, but it's needed to ensure your field of view fits well. If it gets too small, getting close might reveal edges or require specific lens positioning, making the experience feel more like two separate floating rectangles instead of seamless immersion. There are advanced methods like foveated rendering that use eye tracking to render high quality only where you're looking and lower quality elsewhere.

T
Taybaybay
Posting Freak
850
04-21-2023, 08:04 AM
#3
Yes, using an oval shape for the field of view is generally more efficient than a rectangle.
T
Taybaybay
04-21-2023, 08:04 AM #3

Yes, using an oval shape for the field of view is generally more efficient than a rectangle.

R
redstonersven
Member
210
04-22-2023, 11:50 PM
#4
The rectangle offers a larger area compared to an oval of equal length and height, which technically doesn’t hold. It’s likely to cost more too. Oval designs require bigger displays and generate more material waste from cutting panels. There might also be a need for slightly more sophisticated mounting solutions. It’s possible we’ve adjusted our rendering processes to favor rectangular dimensions.
R
redstonersven
04-22-2023, 11:50 PM #4

The rectangle offers a larger area compared to an oval of equal length and height, which technically doesn’t hold. It’s likely to cost more too. Oval designs require bigger displays and generate more material waste from cutting panels. There might also be a need for slightly more sophisticated mounting solutions. It’s possible we’ve adjusted our rendering processes to favor rectangular dimensions.

B
beaTejakulator
Junior Member
10
04-24-2023, 09:02 AM
#5
by the end of the day, the shape was either too tiny to capture everything or it occupied unnecessary area. ultimately, it makes sense to skip rendering parts that the viewer won’t notice.
B
beaTejakulator
04-24-2023, 09:02 AM #5

by the end of the day, the shape was either too tiny to capture everything or it occupied unnecessary area. ultimately, it makes sense to skip rendering parts that the viewer won’t notice.

N
nahte5
Member
206
04-26-2023, 02:31 AM
#6
It's a bit tricky balancing what you see. You might think VR needs huge amounts of space or spend a lot on special shapes, but reality is more complex. Everyone's eyes and faces are different, so screens need to adjust for distance and positioning. A one-size-fits-all approach won't work well. Modern games often skip rendering what's out of focus, which helps performance without sacrificing too much detail. This means you can still experience a full view without noticeable gaps. The challenge lies in making it comfortable—wide fields aren't always better if they cause discomfort or motion issues.
N
nahte5
04-26-2023, 02:31 AM #6

It's a bit tricky balancing what you see. You might think VR needs huge amounts of space or spend a lot on special shapes, but reality is more complex. Everyone's eyes and faces are different, so screens need to adjust for distance and positioning. A one-size-fits-all approach won't work well. Modern games often skip rendering what's out of focus, which helps performance without sacrificing too much detail. This means you can still experience a full view without noticeable gaps. The challenge lies in making it comfortable—wide fields aren't always better if they cause discomfort or motion issues.

A
aqilthebro
Member
157
04-26-2023, 03:01 AM
#7
Just use unusual render shapes and keep unused pixels untouched. I wasn’t sure filling the FOV would work that well. Foveated rendering sounds promising. It seems like we’ll have to wait another 50 years for 4K240Hz because if it only reaches 239 fps with today’s advanced tricks, it might quickly become outdated and a scam.
A
aqilthebro
04-26-2023, 03:01 AM #7

Just use unusual render shapes and keep unused pixels untouched. I wasn’t sure filling the FOV would work that well. Foveated rendering sounds promising. It seems like we’ll have to wait another 50 years for 4K240Hz because if it only reaches 239 fps with today’s advanced tricks, it might quickly become outdated and a scam.

J
JGood456
Member
168
05-01-2023, 11:31 AM
#8
J
JGood456
05-01-2023, 11:31 AM #8

Q
68
05-01-2023, 12:43 PM
#9
Q
QuikScopeMster
05-01-2023, 12:43 PM #9

X
XHydraPvPX
Member
91
05-03-2023, 11:29 PM
#10
It requires precise eye tracking and specialized tools. Your Vive includes a front-facing camera that can be activated to view through the headset.
X
XHydraPvPX
05-03-2023, 11:29 PM #10

It requires precise eye tracking and specialized tools. Your Vive includes a front-facing camera that can be activated to view through the headset.

Pages (2): 1 2 Next