https://jms55.github.io/posts/2026-04-12-solari-bevy-0-19/ #15
Replies: 2 comments 1 reply
|
Hi. Recently I wrote an article ("The Great PCVR challenges - cost, friction and dated paradigm"), it's focused on VR but there are quite some performance benefits that may be possible to gain, when rendering a normal 3D game (non-VR) on a virtual flat screen inside a virtual space. That ability to track where eyes are focused now for rendering only a small portion of the screen - foveated rendering - has much more potential left to tap, it feels like the whole "foveated tech stack" may appear because how much rendering workload is redundant when rendering the whole screen in a uniform way. And it feels like pure path tracing as renderer (without any rasterization) may be the one that benefits most from this and easiest to implement. But I'm not a graphics programmer, so take it with the grain of salt. Here is the link to this article on the Reddit, if all this sounds sensible: |
|
What are your thoughts on ReSTIR PT Enhanced, the recent paper released by Lin et al. at NVIDIA? The performance gains look super generalized and robust. |
Uh oh!
There was an error while loading. Please reload this page.
https://jms55.github.io/posts/2026-04-12-solari-bevy-0-19/
Bevy, Rust, Graphics, etc
https://jms55.github.io/posts/2026-04-12-solari-bevy-0-19/
All reactions