Oculus Rift DK2 Fake Foveated Rendering demo
>> YOUR LINK HERE: ___ http://youtube.com/watch?v=9YWJyhA7-es
This is a project I've been working on that uses the new layers/compositing support in SDK 0.6.0.1 to simulate both foveated rendering and multi-res shading on DK2. Since there is no eye tracking hardware, for the moment it just assumes you're looking at a circle in the center of the screen. Get it here (REQUIRES Oculus Runtime 0.6.0.1, will crash on version 0.6.0.0): • http://evrydayvr.srve.io/share/FakeFo... • Mirror 1: https://mega.co.nz/#!FBAH0Srb!oQ9xtqt... • Mirror 2: https://www.dropbox.com/s/3llaon7wwsw... • Reddit thread: / fake_foveated_rendering_demo_for_dk2_download • If you press TAB to access the menu and select Render Target , you can set the FOV and pixel density of both the inner and outer regions independently - please feel free to play with them and post your experiences in the comments! Although my GPU is too fast to observe a performance difference, a tester on a GTX 760 reported that setting the entire screen to 2.0 pixel density in the original OculusWorldDemo gave ~25 FPS, while setting just the inner region to 2.0 pixel density gave a full 75 FPS. • If you think foveated rendering is awesome and want a chance at being one of the first ones to try it out for real, I recommend backing the FOVE Kickstarter, which is now in its *final 36 hours*. It hasn't yet been proven to work transparently on that platform, but I think they have all the ingredients they need to pull it off - a 100 Hz camera, a planned motion prediction feature, and a stack optimized for low latency. Check it out here: • http://kickstarter.com/projects/fove/... • Help us caption translate this video! • http://amara.org/v/GmjL/
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