snc
Veteran
yeah, looking at some results I wonder if there would be same vrs hype if ps5 also had it hw implementation, doubt itThe misinformation here is being done by people conflating --> DX12 Ultimate's VRS <-- with every other foveated rendering technique out there. All of these are examples of foveated rendering:
VRWorks VRS -> nvidia's tools for implementing foveated rendering across several APIs with a focus on Virtual Reality applications
DirectX 12 Ultimate VRS -> Microsoft's implementation of foveated rendering with a focus on 2D panels, obviously limited to the devices that use DirectX12 like PCs (Intel, Nvidia, AMD) and Xbox consoles.
XR Adreno Foveation is Qualcomm's name for supporting foveated rendering with a focus on VR in their Adreno GPUs starting with Snapdragon 845 back in 2018, and it supports OpenGL and Vulkan. They seemingly extended the feature with a focus on 2D panels for the Adreno 660 in Snapdragon 888 (could be just marketing and it's supported on all Adreno 6xx though). I doubt the Adreno Foveation/VRS is supported in DirectX12, even if Qualcomm does write drivers for Windows.
On whether the PS5 supports some form of foveated rendering or not, I'll just leave these three links to patents (AFAIR there's a bunch more but these are what I found) registered by Sony and let people take their own conclusions:
- 2018 (originally filed in 2016): https://pdfaiw.uspto.gov/.aiw?Docid=20190384381
- 2019 (originally filed in 2016): https://pdfaiw.uspto.gov/.aiw?Docid=20190156794
- Filed in 2014 by Mark Cerny: https://patentscope.wipo.int/search/en/detail.jsf?docId=WO2015153167
Has Sony talked about the foveated rendering implementations they have in store for the PS5? No they haven't, like they haven't talked about almost anything low-level in their SoC to any tech/gaming outlet or during conferences, unlike Microsoft.
I think if they ever do talk about it is if/when they talk about optimizations for PSVR2.
And the only reason other people keep posting incorrect or weirdly glorified clamours over a broadly studied and widely implemented concept like foveated rendering is because one console supports an API-specific implementation and the other does not.
This goes both ways.
As for the "dismissive" part, well yes I agree that DX12's VRS will be a bit dismissible as long as real-life results look like this:
Perhaps DX12U's Tier 2 implementations will bring more relevant performance boosts, but so far it doesn't look like a game-changing feature.