Sony PlayStation VR2 (PSVR2)

1692967750466.png
The drop in resolution seems progressive, not step-wise based on radius with clear transitions into each zone as is typical. Now we have an idea what exactly the hardware customisation was. Very curious how AMD manages it though. What's the nature of the framebuffer at drawing and what does it take to target it?

@Dictator : Would love a DF investigation into PSVR2's foveated rendering. If you do, please stand still and look around, and also mark on the screen where you are looking. These user videos are pretty hopeless, not helped by YT compression screwing with fidelity in the centre zone!

Edit: It's very hard to read what's going on. Some areas sometimes drop to a 64th res, but often there's no such level of reduction and it's hard to see any foveation. Perhaps it's adaptive??

1692968609380.png

1692968598756.png
 
Last edited:
  • Like
Reactions: snc
In my cockpit image above, it's geometry that's being pixelated, not regions of the screen. The cockpit struts are being rendered higher resolution than the building behind despite both being the same distance away from wherever the player is looking. That's so confusing! How can the GPU render different triangles at different resolutions and composite them effectively? How do you select which triangles to render at what res? How does that create a consistent performance scaling across the render?
 
  • Like
Reactions: snc
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.

1693039501713.png

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?
 
  • Like
Reactions: snc
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 dont see it, btw fsr3 frames generation will be available on ps5 wonder if it can replace not best current reprojection.
 
i wonder if it can be dynamic, like DRS, when there are more ressources available in simplier scenes, the foveated rendering becomes less agressive.
 
In theory, but why bother? The whole point of foveated rendering is you can't see the difference! I would have expected uniform degredation based on distance from focal point.
 
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.

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
 
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
Did you ever try any game with foveated rendering with psvr2 ?
 
Back
Top