| mutantsushi said: And remembered what I believe is called foveated rendering, more common in VR development, with the idea to take advantage that your eye only has high resolution in a very narrow 5 or 10* cone (in VR, rapid eye tracking was meant to allow only rendering the center at high resolution, the rest can be blurry because it is just meant to transmit light/motion/color). |
That would be very annoying on a TV because in normal seating position the viewing angle is between 20 degrees (diagonal measurement × 2.5) and 40 degrees (diagonal measurement × 1.2): https://en.wikipedia.org/wiki/Optimum_HDTV_viewing_distance#Fixed_distance
That only works with VR helmets with a stretched image with a viewing angle of 80 degrees and above.









