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How to enable foveated rendering on HTC Vive Pro Eye

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  • replied
    Awesome, thank you mariosbikos

    Leave a comment:


  • replied
    Originally posted by mariosbikos View Post
    here is a detailed guide on how to get started with VRS & Foveated Rendering using Vive Pro Eye & Unreal Engine
    You made my day! Awesome stuff.
    Now just to wait for AMD to catch up and for Epic to make this a standard feature and VR dev will be a better place indeed

    Thanks for posting this.

    Leave a comment:


  • replied
    Hi all,

    here is a detailed guide on how to get started with VRS & Foveated Rendering using Vive Pro Eye & Unreal Engine
    https://forum.vive.com/topic/7434-getting-started-with-vrs-foveated-rendering-using-htc-vive-pro-eye-unreal-engine/

    Leave a comment:


  • replied
    Any updates here?

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  • replied
    interested in this too

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  • replied
    I think they do that in order to diminish processing load. Less resolution req

    Nevertheless, my Pro Eye has eye tracking.

    Leave a comment:


  • replied
    It's silly to do foveated rendering on an HMD which doesn't support eye tracking.

    Leave a comment:


  • replied
    From a search it looks like foveated rendering is only available in UE4 with the Oculus plugin and that only does it where it doesn't use eye tracking but rather just renders the outside parts at a lower quality.

    Leave a comment:


  • started a topic How to enable foveated rendering on HTC Vive Pro Eye

    How to enable foveated rendering on HTC Vive Pro Eye

    Hello,


    I've seen some demos on YouTube on foveated rendering using the HTC Vive Pro Eye, but I did not suceed in setting it under Unreal:

    https://www.youtube.com/watch?v=lxsLOnY9Yg4


    I am using the SRAnimpal runtime paired with the plugin under Unreal 4.22.3. I am able to get eye tracking data and properly identify which actors the person is looking at in the scene.

    Problem is image is clear only when the person is looking straight in the center of the lense. This is an incentive for the person to turn their head for looking at objects instead of moving their eyes since image becomes less sharp when we look away from the center of the lense.

    So, I would like to use foveated rendering according to where the person is gazing.

    I have tried the following link with no success:

    https://developer.oculus.com/blog/te...eal-engine-4-/


    In fact, Under UE 4.22.3, it does not appear in the experimental section of Rendering under project settings.


    I also tried the command line options with no observable result.

    I expect to be told "Sorry it is not supported yet" based on this post:

    https://answers.unrealengine.com/que...1225/view.html

    Nevertheless, I trying anyway.


    Maybe it is an option I did not see under SteamVR or in the SRAnimpal runtime/plugin ?

    Any input would be welcome.


    Thanks and regards,







    Last edited by Zoro123; 08-14-2019, 05:01 PM.
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