Fooling Around with Foveated Rendering
This is a fun experiment, but reminded me why I didn't like 3D movies:<p>You need to look right at where <i>they</i> want you to look - so in this example you need to look right at the center point of the image. If your gave drifts off to the side then it looks bad.<p>The same with 3D movies, if you don't want to look directly at what the director wanted you to look at, you end up getting seasick.<p>Do VR headsets have gaze tracking these days?