Fixed Foveated Rendering, we need it for performance in non-eye-tracked HMD's, can we do it in 4.22?

I asked about this a few months ago, now at GDC 2019 it’s making more and more real the fact that Foveated Rendering is a must and can save us tons of processing power and miliseconds even in non-eye-tracked HMD’s as Fixed Foveated Rendering, it IS possible right now with the oculus SDK, but we need it for the VIVE Pro.

Is there a way to have it right now in 4.22?

Thanks!

Hi @Juangea ,

if you have a Vive Pro Eye headset then Eye-tracked Foveated Rendering is now available with Unreal Engine.
At the moment you need to use a custom modified version of Unreal Engine of versions 4.21 or 4.23 but as HTC Vive we are working together with Nvidia and Epic Games towards an integration so eventually you will only need a plugin to enable this.

I wrote a detailed guide on how to get started with Nvidia 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/

Hope this helps!