How to Throw Out 95% of Pixels in VR, Without Anyone Noticing!!
summary
Presents a concrete foveated rendering system that removes about 95% of pixels by rendering the foveal region at full detail and aggressively degrading the peripheral regions. Uses eye-tracked variable-rate shading implemented on commodity GPUs to keep end-to-end latency under 10 ms; a prototype VR player shades ~20× fewer pixels and a 24-participant study found no detectable quality loss for typical scenes.
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