FOVE Shows Glimpse of Foveated Rendering Progress


The team behind FOVE, the premier eye-tracking VR headset launched on Kickstarter, recently released a showing some pretty spectacular applications for the device, namely foveated rendering and real-time depth-of-field.

fove diagramIf you’ve been following the development of FOVE, you’re probably already aware of one of the most important implications eye-tracking brings to virtual reality: foveated rendering, a technique that allows developers to reduce the overall number of pixels rendered outside of where your eye is actually looking, thereby saving all important processing power.

The video shows both this and real-time depth-of-field – a technique that creates photographic effects to simulate focal cues. While not perfectly suited to the anatomical structure of the eye, which can do something called ‘accommodation’ – or a ability to change the optical power in the eye’s lens through muscle constriction – the results are really useful for making a scene feel more real.

depth of field fove
focal cues created by gaze-based depth-of-field

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  • X Lord B

    will the fove be better than vive or oculus?

    • MasterElwood

      not even close.

      • X Lord B


        • MasterElwood

          Look up comments from people who have tried it. Besides the eye tracking – it’s “meh” at best.

      • X Lord B

        apart from the eye tracking we dont know much yet about fove..

  • X Lord B

    will they also happen to add any oculus or vive features to fove? like the area detection or hand movement?

  • Zobeid

    Keep in mind that some of us older geezers don’t really have much focal accommodation left. So, in that sense a headset might be easier for our eyes to deal with than real life.