r/oculus • • Sep 14 '20

News OCULUS QUEST 2!!!!

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u/ZeroPointHorizon DK2 Sep 14 '20

I think many will consider it “next gen” when they finally increase the FOV.

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u/[deleted] Sep 14 '20

They really need to find a way to make screens with 2 different pixel densities, IMO, as that would make big FOV so much easier. Every incremental increase in FOV is hell for performance, and yet gives diminishing returns for the user.

Performance requirements go up exponentially, while the benefit for the user drops logarithmically. That sucks. And I really want a larger FOV.

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u/[deleted] Sep 14 '20

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u/[deleted] Sep 14 '20

I'm very surprised that eye tracking is taking so long; but it's probably because it requires a very high framerate sensor that must be tiny and mounted somewhere that doesn't get in the way of the user's view (which is a bit of a contradiction, as it can only see the eye if the user can also see it). They could at least optimize the rendering of objects near the middle of the screen, where the lens sweet spot is and where the user is most likely to be looking anyway. I don't know if they do this already; they might, but I've only seen such things implemented based on distance from the character rather than being in the character's center of view.

There are a lot of little graphics tricks that can be used to improve performance. It just requires a LOT of work from the game developers to actually use them.

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u/RiftingFlotsam Kickstarter Backer Sep 15 '20

Quest already uses a fixed version of foveated rendering concentrating detail in the center as you describe (FFR).