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[XR] Foveated mode with optional eye tracking #8920

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RaananW opened this issue Sep 10, 2020 · 4 comments
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[XR] Foveated mode with optional eye tracking #8920

RaananW opened this issue Sep 10, 2020 · 4 comments
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@RaananW
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RaananW commented Sep 10, 2020

Implement (fixed) foveated rendering for XR scenes.

The general idea is to render the scene in low-quality for the entire view area, and only render the middle of the screen in high quality (as this is where the (fixed) eye is. For devices that support eye tracking (currently not available in WebXR), we will need to be able to set the "center point" which renders in higher quality.

This requires a small change in sub-camera rendering.

For further reading - https://developer.oculus.com/documentation/unreal/unreal-ffr/

@RaananW RaananW added this to the Future milestone Sep 10, 2020
@RaananW RaananW self-assigned this Sep 10, 2020
@RaananW RaananW modified the milestones: Future, 5.0 Oct 27, 2020
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RaananW commented Feb 17, 2021

On a side-note, one of the new features (behind a flag) in the Oculus Quest browser is Foveated rendering for WebXR.
I assume performance will be better if done on the engine level, but it does work.

@RaananW RaananW modified the milestones: 5.0, Future Aug 10, 2021
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FYI Oculus browser now support foveated rendering as defined in the WebXR spec.

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RaananW commented Aug 23, 2021

TODO - Update the XRWebGLLayer - https://immersive-web.github.io/webxr/#xrwebgllayer-interface and expose this in the XRSessionManager

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RaananW commented Aug 26, 2021

Now supported in the xr session manager

@RaananW RaananW closed this as completed Aug 26, 2021
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