snc
Veteran
People trying already on other forums confirming big difference in clarity.Very excited to hear how that changes the experience as NMS has suffered from low fidelity.
People trying already on other forums confirming big difference in clarity.Very excited to hear how that changes the experience as NMS has suffered from low fidelity.
good example of foeveated rendering in work, big drop in resolution outside of eye focusyeah big differene in clarity, but aliasaed, and on some planets, there is a constant stutter when you move the camera (not when just moving the head)
You dont see it, btw fsr3 frames generation will be available on ps5 wonder if it can replace not best current reprojection.The top one's not bad, although still really hard to place the gaze location. Classical boxed foveated rendering with boundaires is easy to spot. I can't make sense of the scaling.
View attachment 9461
A - sharp, in focus
B - slight reduction
C - large reduction
So C is further from focal point than B, but then
D - in focus! And at other moments the hills in D get pixelated
PSVR2's tech is a really curious next-gen VR tech! Needs more attention!!
What's the experience like? Are the shimmers perceptible in the periphery or does it come across as stable?
you can guess the shimmering if you pay attention to in your peripheral vision, but in normal conditions you never notice it, seems very fast and responsive.
Did you ever try any game with foveated rendering with psvr2 ?I'd qualify that as normal conditions for most people. Some (like me) are very sensitive to motion in peripheral vision. For example, I used to play video games in the arcade by staring at a fixed point on the screen and playing the game based on my peripheral vision. This was especially effective with scrolling bullet hell games like Raiden, etc. So the shimmering for me is quite noticeable and distracting.
I like the tech, but implementation still needs to be better, IMO. That said, it's probably fine for most people.
Regards,
SB