The page says "Works better in full screen mode" but I find the opposite, as full screen just made everything bigger, therefore more detectable by non-fovea cells.
When I bring the screen closer to my face, the area where I can detect the movement becomes larger. Far away from my face, I can see only a few spinning. If this area corresponds to my fovea, wouldn't I expect the opposite? Perhaps larger spinners can be detected father away from the fovea?
That's why foveated rendering done right is one of the next milestones for VR because you don't need to render the whole screen and everything at highest definition all the time.
In my case, this image is a far better fovea detector than the propsed shader. For medical issues (high intraocular pressure), I'm used to doing field of view tests, where I have to spot very faint dots of light against uniform backgrounds, and over the years this has resulted in me being used to spotting small variations (either in brightness or movement) in the "outer" part of my FoV.
Long story short, I don't see a sharp edge where the stars don't rotate in the shader, but on the "static" image I'm aware that there are dots that I'm not seeing (most I can get to see is 4 at a time by looking at the diagonal crossings).
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Long story short, I don't see a sharp edge where the stars don't rotate in the shader, but on the "static" image I'm aware that there are dots that I'm not seeing (most I can get to see is 4 at a time by looking at the diagonal crossings).