DFR (Foveated Rendering) Support
chịsa
Many next gen HMD are coming with eye tracking and will depend on DFR and DFT to operate properly. Please implement DFR for VRC so these HMD can be used with this game.
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artGhostt
While DFR is a generally good addition to VRC, I don't think you'll notice a big performance uplift.
From my understanding, DFR generally improves GPU frame time at the cost of a slight reduction in CPU performance due to the calculations needed for the system to work. Since VRChat is usually CPU-bottlenecked DFR wouldn't do much in most cases.
You can test this by slowly reducing your resolution: at some point you'll stop gaining frames.
With DFR however, you would be able to further increase your resolution since it would free up GPU resources.
I suspect this is why the team hasn't implemented DFR yet.
What would actually improve your performance are further optimizations to avatar IK packets, avatar animators, world performance, and honestly, hiding very poor avatars.
__Ray
Please add this!! VRC is one of the hardest VR games to run, if not the hardest VR game to run. Filled with a dedicated core of players who spend a lot to get top of the line kits to make the experience as good as possible, lots of people would benefit from foveated rendering. Eye tracking is already supported! Out of any game, this one needs optimization features most of all.
SpaceJackalTim
Not to mention the bigscreen partnership with VRChat which has eye tracking as well. Really hoping for foveated rendering to become a thing soon
Felinusfish
With the introduction of the Steam Frame, and its eye tracking capabilities, this would be an incredible feature to implement and could potentially be a game-changer for the platform!
R﮼ye
I've been running tests with and without dll injected foveated rendering, using the local quick launcher from the creator companion.
Running at 5000x5000 render res without and with DFR on my Pimax Crystal, I was able to go from 30-35 frames to a solid 90, with NO perceptible difference in quality or latency. This would be an amazing technology to have access to, but everytime I reach out to either pimax, vrc, or eac about it, they all seem to say that one of the other companies has to do something about it first. Just a sad game of hot potato. I know the VRC team is so passionate about their platform, and I'd really trust you guys to get the ball rolling with EAC, valve/openvr, whoever to give your users a TON more performance!
Dynamic foveated compression on the frame sounds nice and all, but the PC still has to render the ENTIRE image at full res.
SapphireSouls
Eye tracking continues to become more common with eye tracking modules coming for Quest 2/3 and more modern HMDs coming either with built-in eye tracking or the option to add a module later. Foveated rendering will provide a much needed performance boost to VRC which is notorious for running badly.
Even HMDs without eye tracking can benefit from foveated rendering as there's typically an amount of screen space not visible to users' eyes due to their lenses and as such a slider for how wide/narrow the foveated rendering circle would enable EVERYONE to gain a slight performance increase for little to no visible difference.
Please add this feature. You already support eye tracking in-house. There's zero reason this shouldn't be in the game already.