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Qualcomm’s XR HMD knows where you’re looking

Building a VR HMD, which Qualcomm and others like to call XR, involves having a screen either in front of or piped to the wearer’s eyes. The size of the image and its PPI determine the FoV, and wider is better but more expensive in materials cost and processing (and all the things needed for the processing like memory, power, ...

Jon Peddie

Building a VR HMD, which Qualcomm and others like to call XR, involves having a screen either in front of or piped to the wearer’s eyes. The size of the image and its PPI determine the FoV, and wider is better but more expensive in materials cost and processing (and all the things needed for the processing like memory, power, and bandwidth). But, just as other computer graphics rendering situations, it’s wasteful to render things that can’t be seen, that are occluded.   One of the, and maybe the first, HMD company to demonstrate fovea rendering (using eye-tracking) was Japan-based FOVE
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