>>388170350
>>388170530
The thing about foveated rendering is a little more complicated. It turns out that PSVR and Quest can already do fixed foveated rendering with high performance savings, which gets better with eye tracking (making it dynamic foveated rendering). But if you used those headsets with a PC, you couldn't do that, because Nvidia has not implemented a complete solution to foveated rendering that isn't VRSS + VRS. So when we get eye tracked PCVR headsets, they're not going to be as efficient as what can be done on console/mobile hardware. You'll have more horsepower to make up for it, but you just wouldn't be getting the most out of the headsets. At least until Nvidia catches up.