Corvus Posted June 3, 2019 Posted June 3, 2019 The VIVE Foveated Rendering Plugin has been released for developers to integrate: Unity https://github.com/ViveSoftware/ViveFoveatedRendering Unreal https://github.com/ViveSW/UnrealEngine/tree/VariableRateShading-4.23.1 It's required to link your Epic Games account to GitHub account and get authorized by Epic Games to see the repo. Step by step tutorial: https://www.unrealengine.com/en-US/ue4-on-github Getting started with Foveated Rendering using Unreal Engine: https://forum.vive.com/topic/7434-getting-started-with-vrs-foveated-rendering-using-htc-vive-pro-eye-unreal-engine/ Introduction Vive Foveated Rendering is a rendering Unity plugin which reduces the rendering work load through cutting edge GPU technologies. This plugin supports both fixed and eye-tracked foveated rendering. The developer could easily apply foveated rendering to their VR application and adjust shading rate and region size for either better performance or better quality, according to their requirements. Features Foveated Rendering Variable Shading Rate(VRS) Support Eye Tracking(for VIVE Pro Eye only) System Requirements: Operation System: Windows 7 with DirectX 11 Graphics Card: NVIDIA Turing based GPUs Driver Version: 430 and later (Optional)Eye Tracking: SRAnipal v1.0.0.0 1
andreyg Posted July 19, 2019 Posted July 19, 2019 Wonderful news! Are there any plans for the unreal engine support for foveated rendering? 1
MariosBikos Posted February 18, 2020 Posted February 18, 2020 On 7/19/2019 at 3:44 PM, andreyg said: Wonderful news! Are there any plans for the unreal engine support for foveated rendering? @andreyg Here is the answer to your question:
Bipul Posted August 18, 2021 Posted August 18, 2021 (edited) I have two naive questions regards the foveated rendering plugin: while I am importing the foveated rendering plugin from the unity asset store, I am only able to manually adjust the shading pattern and rate. But in some documentation found, the developer can even adjust the radius of each of the region (e.g., fovea, periphery). Why I cannot see that, what could be probable mistake? If I do not want to import the foveated rendering plugin from the unity asset store, I also can download from the git. But how to import the git repository to my project? I have imported a 3D scene (Sponza) and attach the ViveFoveatedRendering.cs to the main camera. However, while hitting the play button, and test with my HTC Pro Eye HMD, the camera stay static in the scene, and not moving around. Edited August 18, 2021 by Bipul
bipul mohanto Posted August 24, 2021 Posted August 24, 2021 Never mind, I got it. The options are visible after hitting the play button.
Cao Posted December 20, 2021 Posted December 20, 2021 I have imported the plugin into my project and I can see the different resolution of different areas. However, I cannot see any boost in fps or any reduction in rendering time. How does this plugin reduce the rendering work load? Can anyone help?
HackPerception Posted December 21, 2021 Posted December 21, 2021 @Cao - Yeah, you should significant perf-win. Perhaps another portion of your application is using the headroom that's being fried up to automatically increase a quality setting or feature elsewhere in your app?
kongbawa Posted May 23 Posted May 23 On 8/24/2021 at 7:00 PM, bipul mohanto said: Never mind, I got it. The options are visible after hitting the play button. 没关系,我明白了。点击播放按钮后就能看到选项了。 Can this plugin still be used? Currently, the foveated rendering plugin provided by vive is no longer supported for use on PC
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