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godot-website/collections/_release_4_5/entry-systems-xr-foveated-rendering-on-vulkan-mobile.md
Adam Scott 5387797774 Godot 4.5 release page
Huge thanks to JohnVeness, AThousandShips, and Meorge for their
great help rewording my broken English.
2025-09-15 16:03:40 -04:00

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entry systems XR 1 4 foveated-rendering-on-vulkan-mobile Foveated rendering on Vulkan Mobile In order to push great visuals on a VR headset, a little cheating is often necessary. The human eye sees more detail at the center of your gaze, and less around your peripheral vision. So, why should we render the edges of the viewport at full resolution? This is called "foveated rendering" and its something Godot has supported with OpenGL or Vulkan on desktop (via the "Fragement Shading Rate" extension) for a long time. However, now support for the "Fragment Density Map" Vulkan extension has been added which also enables this on the Vulkan Mobile renderer, making it a more viable option for standalone VR headsets.
name github
Darío DarioSamo
name github
David Snopek dsnopek
https://github.com/godotengine/godot/issues?q=is%3Apr%20state%3Amerged%2099551%2099768