On a side note, I noticed that the OLED screen can of course produce perfect black (easily visible in many apps and games) however when it comes to near black, greys or otherwise darker tones, it gets quite grainy.
Not with pupil tracking. That's what's needed to allow players to look around naturally. Latency may not be too much a problem as there's a focussing delay in the eye after a saccade that may well be enough for the GPU to adapt.
How do I delete the photos that the playroom game takes when you complete a level I accidentally played it with wearing not much at all and now I can not find where it stored the pictures
No not with pupil tracking, but I bet the gains from that in games might be smaller than you think, as for a lot of games you are looking mostly in the center anyway.
Holy shit, it's happening! Exciting times!
Try this if you want to see your fovea for yourself, and how it compares to your full field of vision.
This is pretty far afield from PSVR, though.
That's quite interesting. At normal monitor distance the fovea is tiny, however with your face pressed right up to the screen as it is with VR, it's quite big. I seem to remember reading that pupil tracking and foveated rendering may reduce VR rendering requirements to as little as 25% of current which sounds realistic at a stretch.
Not really - that's a different effect. Your fovea is tiny and resolves only a small portion of what you see in full detail. Beyond that you have lower acuity. This demo is showing the brain's processing of the info. When close enough, there's enough variance in the low-fidelity areas for the brain to resolve what's happening correctly. The fovea is biologically fixed at something like 5 degrees FOV.That's quite interesting. At normal monitor distance the fovea is tiny, however with your face pressed right up to the screen as it is with VR, it's quite big.
You could just spend like $20 in a splitter/converter, though:
http://www.ebay.com/itm/HDMI-to-HDM...io-Extractor-Converter-Splitter-/311437978922