By using this site, you agree to our Privacy Policy and our Terms of Use. Close

The multi-res shading technique is interesting, it will be interesting to see if it "works" in games outside of VR. I think I have to test it and see it in front of me before I can make a judgment.

In VR though, wasn't the idea always to link this technique with foveated rendering (or actually they're the same thing)? Meaning that only if the camera can monitor the player's eyes and see exactly where the player is looking, only then it's meaningful to render the perifery of the vision in lower resolution. Because else the player might look straight into the blurry parts of the image and perhaps be disgusted.

From still pictures it's almost impossible to know if having a blurrier perifery of the image is worth it or not in motion.

Also it would be fun to learn about a %-value of how much performance you gain from enabling this technique.