![Oculus Go uses static/fixed foveated rendering: “It's exceptionally difficult to see any reduced quality on the edges” : r/oculus Oculus Go uses static/fixed foveated rendering: “It's exceptionally difficult to see any reduced quality on the edges” : r/oculus](https://i.redd.it/z2sr9ulme5n01.jpg)
Oculus Go uses static/fixed foveated rendering: “It's exceptionally difficult to see any reduced quality on the edges” : r/oculus
![Foveated Rendering could really boost the graphics of VR gaming given limited computing power, in this image the focus circle is about 20% of the full image, 2000*2040 (PSVR2/eye) *2*0.2 < 1920*1080, Foveated Rendering could really boost the graphics of VR gaming given limited computing power, in this image the focus circle is about 20% of the full image, 2000*2040 (PSVR2/eye) *2*0.2 < 1920*1080,](https://preview.redd.it/foveated-rendering-could-really-boost-the-graphics-of-vr-v0-w30q629ps0da1.jpg?auto=webp&s=a7645729d1dd152e06f203c5a58232753a446a60)
Foveated Rendering could really boost the graphics of VR gaming given limited computing power, in this image the focus circle is about 20% of the full image, 2000*2040 (PSVR2/eye) *2*0.2 < 1920*1080,
![Time‐Warped Foveated Rendering for Virtual Reality Headsets - Franke - 2021 - Computer Graphics Forum - Wiley Online Library Time‐Warped Foveated Rendering for Virtual Reality Headsets - Franke - 2021 - Computer Graphics Forum - Wiley Online Library](https://onlinelibrary.wiley.com/cms/asset/edb4af6e-5b27-4c8c-beb3-fb9e8e2f05c4/cgf14176-gra-0001-m.jpg?trick=1668801332117)