Linus the shrill/yappy poodle and his channel are less than worthless IMO.
Linus the shrill/yappy poodle and his channel are less than worthless IMO.
(If I move my head closer it gets larger, further and it gets smaller)
I would be curious to see a similar thing that includes flashing. Anecdotally, my peripheral vision seems to be highly sensitive to flashing/strobing even if it is evidently poor at seeing fine details. Make me think compression in the time domain (e.g. reducing frame rate) will be less effective. But I wonder if the flashing would "wake up" the peripheral vision to changes it can't normally detect.
Not sure what the random jab at Linus is about.
It could really push the boundaries of detail and efficiency, if we could somehow do it real-time for something that complex. (Streaming video sounds a lot easier)
They are complementary things. Foveated rendering means your GPU has to do less work which means higher frame rates for the same resolution/quality settings. Foveated streaming is more about just being able get video data across from the rendering device to the headset. You need both things to get great results as either rendering or video transport could be a bottleneck.
Foveated streaming is just a bandwidth hack and doesn't reduce the graphic requirements on the host computer the same way foveated rendering does.
While there are some recent'ish extensions to do variable-rate shading in rasterisation[0], this isn't variable-rate visibility determination (well, you can do stochastic rasterisation[1], but it's not implemented in hardware), and with ray tracing you can do as fine-grained distribution of rays as you like.
TL;DR for foveated rendering, ray tracing is the efficiency king, not rasterisation. But don't worry, ray tracing will eventually replace all rasterisation anyway :)
[0] https://developer.nvidia.com/vrworks/graphics/variableratesh...
[1] https://research.nvidia.com/sites/default/files/pubs/2010-06...