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Conina said:
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.

If your fov on a 4K tv is 20 degrees you won't notice the difference between 1080p and 4K anyway. 20/20 vision allows for about 60 pixels per degree, average adults can make out about 80 pixels per degree and perhaps you still feel a difference at 120 pixels per degree, yet 192 is really pushing it (4K at 20)
http://phrogz.net/tmp/ScreenDens2In.html

Anyway since full screen motion blur and dof are so popular nowadays, kinda waste to render all that in full detail to blur it again straight after.