>>395186707
>Nvidia VRSS. It works independently of runtime.
I don't understand this. The whole point of foveated rendering is that detail is reduced on the outer edges of a concentric circle to save performance on visual detail that is in the peripheral vision anyway. This just looks like it specifically supersamples the centre of the image, thus increasing even more demand on the GPU. I don't want to super sample at all, I want that to be handled by the oculus/steamvr runtime. I just want to gain perf by reducing visual information in the periphery where you won't notice it anyway.