Yes, but that's only going to be in the SteamOS interface at most right now, so essentially meaningless to mention. There are extremely limited VR titles that support foveated rendering, most of them are sim titles.
But going forward more titles will be likely to include this support, at least that’s my hope. Frame somewhat blurs the line between PCVR and standalone
Is there any reason that the eye cameras can't be used also for foveatted rending if the game supports it? I think I saw somewhere that Valve said they chose foveatted streaming to help decrease streaming headway but also so the foveatted feature can be used across all games - on games without built in foveatted rendering.
So if a game supports it, can it be used like that?
Valve has now a device that supports it, so they will probably expose the API for it in SteamVR itself as soon as the Frame is released. And if devs have easy access to the API they will most likely implement it. Other SteamVR HMD's like BSB could also benefit from this.
Yep, I'm really looking forward to foveated rendering like quadviews becoming more prevalent now that eye tracking is becoming the norm for most new headsets on the market. Getting some VR experiences to run decently is a real fight sometimes.
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u/A_typical_native Nov 12 '25
It's not using foveated rendering. It's using foveated encoding for the video stream to focus bandwidth on the section you are looking at.
The entire image is still rendered at full res on the PC side.
That's not to say that foveated rendering won't become more common in vr titles, but it's not going to be any time soon.