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:
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.
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.
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
@Slayemin Not totally silly, you still will get some performance improvement with fixed foveated rendering. However, there is always a chance of noticeable flicker and other visual artifacts.