Demo of PSVR2 at GDC
Sony already announced the PS VR2 would use eye tracking to support foveated rendering, consolidating the highest graphics in your line of sight. But Unity provided the first hard statistics of how much this improves performance: GPU frame time improvements are up to 2.5x faster with foveated rendering and up to 3.6X faster with both rendering and eye tracking.
Running the popular VR Alchemy Lab demo with demanding graphics like dynamic lighting and shadows, rendering and tracking dropped frame time from 33.2ms to 14.3ms, a 2.3X improvement. And running a 4K spaceship demo, CPU thread performance and GPU frame time were 32% and 14% faster, respectively.
In practical terms, developers will be able to optimize their games to make the most out of the PS5's raw power, and you'll never notice the dips on the periphery.
The PS VR2 tracks "gaze position and rotation, pupil diameter, and blink states." That means that a PS VR2 could know if you wink or stare at an NPC, triggering some kind of personalized reaction if the devs program it. Or eye tracking can offer actual aim assist, so a poorly aimed throw course corrects closer to where you were looking.
The Unity developers also made an interesting point that feels obvious in hindsight: PS VR2 games can support asymmetric, couch-co-op multiplayer with non-VR gamers in the room.
PCVR absolutely must implement this or it will be left in the dust with PS5 performing in line with high end 4xxx series GPU's.
In VR. Not the GPU's faults, there just would need to be a VR headset for the pc with foveated rendering (there isnt atm?). Or the PSVR be compatible with the PC, ofcourse, which is likely to happen either due to Sony or modding community.
I think the issue is more software support than hardware. I'm sure there will be similar hardware capabilities in the PC space around the same time, but how much software will support it if its a niche hardware spec? Unless it's something that can be implemented at the hardware level without specific dev support bit I doubt that unfortunately.
sound awsome, wonder if they can mix fsr 2.0 with eye tracking foveated rendering in the future
https://developer.nvidia.com/blog/nvidia-vrss-2-dynamic-foveated-rendering-no-assembly-required/
https://www.hp.com/us-en/vr/reverb-g2-vr-headset-omnicept-edition.html
Looks like PC VR could have had foveated rendering last year. Alas, no new HMDs targeting games.
Up to 3.6x speedup in rendering using foveated rendering and eye tracking is fairly profound.
Couple that with the 60 to 120 fps time warp and PSVR2 titles could end up looking really good.
i'd say we can at least expect PS4 pro graphics
We had a very short preview of forbidden west in PSVR2.