Is Foveated Rendering possible right now in 4.20 for HTC Vive (via mask or something similar)

Hi there.

Foveated rendering it´s becoming a bit of a must, specially with the Vive Pro and it´s super resolution.

Is there a way to achieve foveated rendering in 4.20?

I know there is a plugin for Oculus and UE 4.19 and 4.20, but I develop for Vive and Vive Pro, so I need to do that for them.

Any ideas?


only on headsets with eye tracking

Without eye tracking you still can make a “fixed foveated rendering”. Batman Arkham VR use something like this.

that seems like a terrible idea. would feel like looking through peep holes

@AlphaWolF in fact, I think not, because if you look with your eyes inside your headset without moving your head you see things out of focus anyways becasue the lenses, so having a controlled foveated rendering to improve performance while reducing resolution in the blurred part of the lenses could be unnoticeable for the users because they cannot look through those parts of the lenses

Do you think could there be a way?


@PyroKun How can I do that?


Just bumping this up and pinging @PiroKun :slight_smile:

It’s possible using the Oculus SDK for Unreal and the GO btw:

Would be great if Epic created a universal function for this for the other platforms…

@vblanco was able to port the dithered occlusion mask stuff from the Oculus branch to work on Vive pretty quickly

@muchcharles where did you saw this?

We are still out of luck? No fixed foveated rendering to the center of the lens like in the Oculus SDK?


Just found this in another thread

Hi all,

if you have a Vive Pro Eye headset then you can do Eye-tracked Foveated Rendering 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 soon we will integrate some changes in the engine so you will only need a plugin and not a custom engine.

As @tommybazar said I wrote a detailed guide on how to get started with Nvidia VRS & Foveated Rendering using Vive Pro Eye & Unreal Engine

The technique described in the post will fallback to Fixed Foveated Rendering if there’s any problem with eye-tracking (e.g. invalid gaze data, device not connected, tracker module not loaded/implemented etc.)