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Quest Pro's Foveated Rendering Saves up to 52% Performance

Eye Tracked Foveated Rendering delivers 36% to 52% performance boost at 1.5x the default resolution.

Meta's latest Quest Pro VR headset offers multiple modern features, including Eye Tracked Foveated Rendering (ETFR) – technology that reduces the image quality in the peripheral vision to decrease the rendering workload.

In a talk with developers, Meta shared the performance savings its ETFR offers compared to Fixed Foveated Rendering (FFR), which renders the edges of the lens at a lower resolution than the center.

There are three choices for resolution reduction of the periphery available: Level 1, Level 2, and Level 3. With ETFR Level 1, the periphery is rendered with 4x fewer pixels, while at Level 3 mostly with 16x fewer pixels.

Meta claims that at default resolution, FFR saves between 26% and 36% performance depending on the level, while ETFR saves between 33% and 45%.

What's more, at 1.5x the default resolution, FFR saves 34% to 43%, and ETFR – 36% to 52%.

Meta is not the first one to introduce ETFR: PlayStation VR2 has the tech too but says that GPU frametime is 2.5x faster with foveated rendering and up to 3.6X faster with both rendering and eye tracking.

So far, it's not exactly clear how noticeable the difference is going to be. Check out this article to learn more and don't forget to join our Reddit page and our Telegram channel, follow us on Instagram and Twitter, where we share breakdowns, the latest news, awesome artworks, and more. 

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