
Some corrections:
1) There are only a couple handful of Quest exclusive standalone games of note. Nearly everything else is available for Steam Frame to run locally or stream from a PC VR version.
2) Meta isn't using AI-frame generation. 'Application Spacewarp' uses pixel motion data to calculate future pixel positions. Unfortunately, it's limited to only some types of visuals(e.g. can't cope with semi-transparent objects, like glass, reflective/refractive water and other things, limiting its use).
3) Eye-tracked Foveated Rendering for standalone graphics in practice results in less benefit - around 20~30%(this is due to the shaders being already very simple & fast to run, so cutting them saves less than say, on PSVR2 or PCVR where the pixel shaders are more complex and more time can be saved).
There's always compromises with everything, sadly. Even more so for standalone devices, which have to pack everything in and have very little performance/battery power to do anything as well as it can be done otherwise.
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