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SvennoJ said:

Foveated rendering could certainly work in racing games, and for any portion of the screen that is going to be motion blurred or receive dof anyway. In racing games most of what you're flying by is heavily blurred, only the competing cars and distant track need to be fully rendered. In FPS it might be easier to spot, yet even so, human sharp vision is very narrow, only a few words wide in a sentence at a time. Assuming you're looking near the center 99% of the time is not a bad assumption.

Yeah racing was one of things in my mind, where you're much less likely to dwell your vision on stuff outside the center. 
Of course this is talking about a larger area than VR foveated vision, and less drop off outside the area.
I guess the other approach to an "in between" is simply randomly adding more full-render pixels thru-out the entire screen.
It does seem like for 1st person views, that focusing those towards the center will yield the most perceptible improvement.
I guess I had thought renderers could natively output YUV/HSV/etc imagery (logically using textures etc in those formats as well), but perhaps not?